All user data for FoundryVTT. Includes worlds, systems, modules, and any asset in the "foundryuserdata" directory. Does NOT include the FoundryVTT installation itself.
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{"_id":"27kg8dCRYM3bsqND","img":"systems/pf2e/icons/iconics/JirelleFull.webp","items":[{"_id":"54TF5PQy0vpGust7","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.N36ZR4lh9eCazDaN"}},"img":"systems/pf2e/icons/features/ancestry/half-elf.webp","name":"Half-Elf","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and @UUID[Compendium.pf2e.ancestryfeatures.DRtaqOHXTRtGRIUT]. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.</p>"},"rules":[{"key":"Sense","selector":"lowLightVision"},{"add":["elf","half-elf"],"key":"ActorTraits"}],"slug":"half-elf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["half-elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"ar0qq4mh0arrz5g0","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.Zmwyhsxe4i6rZN75"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Sailor","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","str"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You heard the call of the sea from a young age. Perhaps you signed onto a merchant's vessel, joined the navy, or even fell in with a crew of pirates and scalawags.</p>\n<p>Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.</p>\n<p>You're trained in the Athletics skill and the Sailing Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.iOY6YfGBaOvMNAor] skill feat.</p>"},"items":{"78ses":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Underwater Marauder","uuid":"Compendium.pf2e.feats-srd.iOY6YfGBaOvMNAor"}},"rules":[],"slug":"sailor","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Sailing Lore","trainedSkills":{"value":["ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"zo60sor5xkojh5bi","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.iOY6YfGBaOvMNAor"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Underwater Marauder","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You've learned to fight underwater. You are not flat-footed while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water.</p>"},"level":{"value":1},"location":"ar0qq4mh0arrz5g0","prerequisites":{"value":[{"value":"trained in Athletics"}]},"rules":[],"slug":"underwater-marauder","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"goHo4CUWXtY48sZp","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Sailing Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"O3mkKM2lFdjF4Il1","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.kCO4r8NOm8E2T3eH"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Nimble Elf","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your muscles are tightly honed. Your Speed increases by 5 feet.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"land-speed","value":5}],"slug":"nimble-elf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2iO7eMTtsIDjicZu","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hXYnwpi95E77qfAu"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Goading Feint","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>When you trick a foe, you can goad them into overextending their next attack.</p>\n<p>On a @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X], you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you Feint a given foe.</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes a -2 circumstance penalty to</p>\n<p>all attack rolls against you before the end of its next turn.</p>\n<p><strong>Success</strong> The target takes a -2 circumstance penalty to its next</p>\n<p>attack roll against you before the end of its next turn.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[{"value":"trained in Deception"}]},"rules":[],"slug":"goading-feint","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tzLHVULCGD8x6CNH","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"0"},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"2"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"backpack","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"stowing":true,"traits":{"rarity":"common","value":[]},"usage":{"value":"wornbackpack"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"backpack"},{"_id":"3ZtNtz3imCdkN0fm","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":400000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>50 feet of rope.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":5}},"quantity":1,"rules":[],"size":"med","slug":"rope","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"tJL0M1gC5wlbEp4h","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":600000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":1,"rules":[],"size":"med","slug":"waterskin","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"pvdW29lAyA7V6UwR","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":200000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":""},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":10,"rules":[],"size":"med","slug":"chalk","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"7We0CWBh7cjUHSBr","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":300000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time‑consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":1,"rules":[],"size":"med","slug":"flint-and-steel","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"Ms9jRByMtNXbXmpv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":100000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"tzLHVULCGD8x6CNH","description":{"value":""},"equipped":{"carryType":"stowed","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":4}},"quantity":2,"rules":[],"size":"med","slug":"rations","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"6s8ajEFCp3qr2rnT","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":100000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>A rolled up bed.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"bedroll","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"RGfuokXFg2py9qdH","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":500000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>Bar of soap.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"soap","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"xQDlblhUrSmxkngk","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5Ew82vBF9YfaiY9f"}},"img":"systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp","name":"Silver Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":3,"rules":[],"size":"med","slug":"silver-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"Uvgnayauw2tdutX3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.1k3AsSW7lpU0kEpY"}},"img":"systems/pf2e/icons/equipment/shields/buckler.webp","name":"Buckler","sort":0,"system":{"armor":{"value":1},"baseItem":null,"category":"shield","check":{"value":0},"containerId":null,"description":{"value":"<p>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.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Hardness</th>\n<th>HP</th>\n<th>BT</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3</td>\n<td>6</td>\n<td>3</td>\n</tr>\n</tbody>\n</table>"},"dex":{"value":0},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":null,"hardness":3,"hp":{"brokenThreshold":3,"max":6,"value":6},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"buckler","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":0},"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"O1S2xQ1HfWAiUYHO","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.rQWaJhI5Bko5x14Z"}},"img":"systems/pf2e/icons/equipment/weapons/dagger.webp","name":"Dagger","sort":0,"system":{"MAP":{"value":""},"baseItem":"dagger","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.</p>"},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"knife","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":5,"range":null,"reload":{"value":"-"},"rules":[],"size":"med","slug":"dagger","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","finesse","thrown-10","versatile-s"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"xyBdG98K6WkkNunX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.DA3HgyEBGEbtRNOo"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/dueling-cape.webp","name":"Dueling Cape","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an @UUID[Compendium.pf2e.actionspf2e.pvQ5rY2zrtPI614F] action.</p>\n<p>While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand.</p>\n<p>While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X] until the start of your next turn.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.7dLsA9PAb5ij7Bc6]</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":5}},"quantity":1,"rules":[],"size":"med","slug":"dueling-cape","source":{"value":"Pathfinder Advanced Player's Guide"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"worncloak"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"BlIzesMrtsDDxbNe","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.jJZbdMHMdh8UL2j8"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/clothes-fine.webp","name":"Clothing (Fine)","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"quantity":1,"rules":[],"size":"med","slug":"clothing-fine","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"worn"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"vPjib3nQrgA8ud9m","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.2RuepCemJhrpKKao"}},"img":"systems/pf2e/icons/equipment/consumables/potions/healing-potion.webp","name":"Healing Potion (Minor)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"potion"},"consume":{"value":"1d8"},"containerId":null,"description":{"value":"<p>A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain [[/r 1d8[healing]]]{1d8 Hit Points}.</p>"},"equipped":{"carryType":"worn","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":4}},"quantity":1,"rules":[],"size":"med","slug":"healing-potion-minor","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","healing","magical","necromancy","positive","potion"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"rH4ocZtryvLVjUoJ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.4tIVTg9wj56RrveA"}},"img":"systems/pf2e/icons/equipment/armor/leather-armor.webp","name":"Leather Armor","sort":0,"system":{"armor":{"value":1},"baseItem":"leather-armor","category":"light","check":{"value":-1},"containerId":null,"description":{"value":"<p>A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.</p>"},"dex":{"value":4},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"1"},"group":"leather","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"leather-armor","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":10},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"XxqjzIQoBKdA1WPX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.iWcw1sFLAzByVLBP"}},"img":"systems/pf2e/icons/equipment/weapons/main-gauche.webp","name":"Main-Gauche","sort":0,"system":{"MAP":{"value":""},"baseItem":"main-gauche","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>This parrying dagger features a robust guard to protect the wielder's hand.</p>"},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"knife","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":5}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"main-gauche","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","disarm","finesse","parry","versatile-s"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"iKcU3pCBObgQyDP5","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.tH5GirEy7YB3ZgCk"}},"img":"systems/pf2e/icons/equipment/weapons/rapier.webp","name":"Rapier","sort":0,"system":{"MAP":{"value":""},"baseItem":"rapier","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.</p>"},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"rapier","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["deadly-d8","disarm","finesse"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"OiJC2m7MejLkJmTW","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"dex","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"cha","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"m5gKqOc6gPJqlORo","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"fF5vlJaDyuGnX5Q1","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You need thieves' tools to @UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H]{Pick Locks} or @UUID[Compendium.pf2e.actionspf2e.cYdz2grcOcRt4jk6]{Disable Devices} (of some types) using the Thievery skill.</p>\n<p>If your thieves' tools are broken, you can repair them by replacing the lock picks with @UUID[Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44]{Replacement Picks} appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"thieves-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"yEaUlff6zV5ms6QO","flags":{"core":{"sourceId":"Compendium.pf2e.classes.uJ5aCzlw34GGdWjp"}},"img":"systems/pf2e/icons/classes/swashbuckler.webp","name":"Swashbuckler","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>Many warriors rely on brute force, weighty armor, or cumbersome weapons. For you, battle is a dance where you move among foes with style and grace. You dart among combatants with flair and land powerful finishing moves with a flick of the wrist and a flash of the blade, all while countering attacks with elegant ripostes that keep enemies off balance. Harassing and thwarting your foes lets you charm fate and cheat death time and again with aplomb and plenty of flair.</em></p>\n<p><strong>Key Ability: DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1 class=\"title\">Roleplaying the Swashbuckler</h1>\n<h2 class=\"title\">During Combat Encounters...</h2>\n<p>You show off to gain panache, leveraging your flair to build up to powerful finishing moves. You stay nimble, moving into the best position to perform your maneuvers while dodging enemy blows and responding with swift ripostes. Depending on your swashbuckler's style, you might dance among your foes; slip past their defenses; or beguile, distract, or frighten them.</p>\n<h2 class=\"title\">During Social Encounters...</h2>\n<p>You are equally likely to charm or intimidate others-or both. You might be an adept socialite, or you might create distractions for others who do the talking.</p>\n<h2 class=\"title\">While Exploring...</h2>\n<p>You keep a careful eye on your surroundings and other people, always prepared to leap into action with bravado and flair. You interact with the environment in bold, sweeping strokes rather than skulking to avoid detection.</p>\n<h2 class=\"title\">In Downtime...</h2>\n<p>You might carouse at the tavern, repair and maintain your armaments, or train to learn new techniques. To maintain your impressive reputation, you might build an organization in your name or establish a following of admirers.</p>\n<h2 class=\"title\">You Might...</h2>\n<ul>\n<li>Portray yourself as a heroic daredevil or a roguish braggart, knowing you can live up to the image you present.</li>\n<li>Hold yourself in high esteem, confident in your abilities and your reputation.</li>\n<li>Practice your skills and maneuvers regularly to ensure you never grow rusty.</li>\n</ul>\n<h2 class=\"title\">Others Probably...</h2>\n<ul>\n<li>Admire your theatrics, bravado, and skill with a blade.</li>\n<li>Find you arrogant unless they know you well enough to appreciate your style.</li>\n<li>Underestimate how much of a threat you pose until they face the end of your deadly blade.</li>\n</ul>\n<h1 class=\"title\">Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2 class=\"title\">Perception</h2>\n<p>Expert in Perception</p>\n<h2 class=\"title\">Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Expert in Will</p>\n<h2 class=\"title\">Skills</h2>\n<p>Trained in Acrobatics</p>\n<p>Trained in one skill determined by your swashbuckler's style</p>\n<p>Trained in a number of additional skills equal to 4 plus your Intelligence modifier</p>\n<h2 class=\"title\">Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2 class=\"title\">Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2 class=\"title\">Class DC</h2>\n<p>Trained in swashbuckler class DC</p>\n<h1 class=\"title\">Class Features</h1>\n<p>You gain these features as a Swashbuckler. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, panache, swashbuckler's style, precise strike (2d6), confident finisher, swashbuckler feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, great fortitude, opportune riposte, skill increase, stylish trick, vivacious speed +10 feet</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, precise strike (3d6), skill increase, weapon expertise</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Evasion, general feat, skill increase, stylish trick, vivacious speed +15 feet, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, exemplary finish, precise strike (4d6), skill increase, swashbuckler expertise</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Continuous flair, general feat, skill increase, vigilant senses, vivacious speed +20 feet</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, improved evasion, light armor expertise, precise strike (5d6), skill increase, weapon mastery</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, keen flair, skill increase, stylish trick, vivacious speed +25 feet</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, precise strike (6d6), resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Eternal confidence, general feat, light armor mastery, skill increase, vivacious speed +30 feet</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, skill feat, swashbuckler feat</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2 class=\"title\">Initial Proficiencies</h2>\n<p>At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2 class=\"title\">Panache</h2>\n<p>You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.</p>\n<p>You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including @UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8] and additional actions determined by your swashbuckler's style (see below). At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).</p>\n<p>While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including @UUID[Compendium.pf2e.classfeatures.pyo0vmxUFIFX2GNl], can be used only while you have panache and cause you to lose your panache.</p>\n<p>Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.</p>\n<h2 class=\"title\">Swashbuckler's Style</h2>\n<p>As a swashbuckler, you have your own distinctive style that enables you to gracefully handle everyday events and life-or-death situations alike. Choose a swashbuckler's style. This style determines the additional actions you use to gain panache and makes you trained in the skill related to that action. The styles presented in this book are as follows.</p>\n<ul>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.5HoEwzLDJGTCZtFa]</strong> To you, a fight is a kind of performance art, and you command your foes' attention with mesmerizing motions. You are trained in Performance and gain the @UUID[Compendium.pf2e.feats-srd.7LB00jkh6JaJr3vS] skill feat. You gain panache during an encounter when the result of your Performance check to @UUID[Compendium.pf2e.actionspf2e.EEDElIyin4z60PXx] exceeds the Will DC of an observing foe, even if the foe isn't @UUID[Compendium.pf2e.conditionitems.AdPVz7rbaVSRxHFg].</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.KBhwFjdptrKyN5EM]</strong> You boast, taunt, and psychologically needle your foes. You are trained in Intimidation. You gain panache during an encounter whenever you successfully @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] a foe.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.Jgid6Ja6Y879COlN]</strong> You move carefully, feinting and creating false openings to lead your foes into inopportune attacks. You are trained in Deception. You gain panache during an encounter whenever you successfully @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X] or @UUID[Compendium.pf2e.actionspf2e.GkmbTGfg8KcgynOA] against a foe.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.B7RMnrHwQHlezlJT]</strong> You reposition, maneuver, and bewilder your foes with daring feats of physical prowess. You are trained in Athletics. You gain panache during an encounter whenever you successfully @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD], @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731], or @UUID[Compendium.pf2e.actionspf2e.ge56Lu1xXVFYUnLP] a foe.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.4lGhbEjlEoGP4scl]</strong> You are friendly, clever, and full of humor, always knowing just what to say in any situation. Your witticisms leave foes unprepared for the skill and speed of your attacks. You are trained in Diplomacy and gain the @UUID[Compendium.pf2e.feats-srd.0GF2j54roPFIDmXf] skill feat. You gain panache during an encounter whenever you succeed at a Bon Mot against a foe.</li>\n</ul>\n<h2 class=\"title\">Precise Strike</h2>\n<p>You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.</p>\n<p>As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.</p>\n<h2 class=\"title\">Confident Finisher</h2>\n<p>You gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action.</p>\n<h2 class=\"title\">Swashbuckler Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a swashbuckler class feat.</p>\n<h2 class=\"title\">Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2 class=\"title\">General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2 class=\"title\">Great Fortitude<span style=\"float:right\">Level 3</span></h2>\n<p>Your physique is incredibly hardy, granting you increased endurance. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2 class=\"title\">Opportune Riposte<span style=\"float:right\">Level 3</span></h2>\n<p>You turn the tables on foes who fumble, capitalizing immediately on their mistake. You gain the @UUID[Compendium.pf2e.actionspf2e.EfjoIuDmtUn4yiow] reaction.</p>\n<h2 class=\"title\">Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2 class=\"title\">Stylish Tricks<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level, 7th level, and 15th level, you gain a skill feat. This feat must be for Acrobatics or the trained skill from your swashbuckler's style.</p>\n<h2 class=\"title\">Vivacious Speed<span style=\"float:right\">Level 3</span></h2>\n<p>When you've made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don't have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.</p>\n<h2 class=\"title\">Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2 class=\"title\">Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2 class=\"title\">Weapon Expertise<span style=\"float:right\">Level 5</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.</p>\n<h2 class=\"title\">Evasion<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2 class=\"title\">Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2 class=\"title\">Exemplary Finisher<span style=\"float:right\">Level 9</span></h2>\n<p>You execute your finishing moves with spectacular flair, adding special effects to your finishers. If a Strike you make as part of a finisher hits a foe, you add one of the following effects to the Strike, depending on your swashbuckler's style.</p>\n<ul>\n<li><strong>Battledancer</strong> You can Step as a free action immediately after the finisher.</li>\n<li><strong>Braggart</strong> If the foe was temporarily immune to your Demoralize, their temporary immunity ends.</li>\n<li><strong>Fencer</strong> The foe is flat-footed until your next turn.</li>\n<li><strong>Gymnast</strong> If the foe is grabbed, restrained, or prone, you gain a circumstance bonus to the damage roll equal to twice the number of weapon damage dice.</li>\n<li><strong>Wit</strong> The foe takes a -2 circumstance penalty to attack rolls against you until the start of your next turn.</li>\n</ul>\n<h2 class=\"title\">Swashbuckler Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>You perform swashbuckling techniques with exceptional flair, making them harder to resist. Your proficiency rank for your swashbuckler class DC increases to expert.</p>\n<h2 class=\"title\">Continuous Flair<span style=\"float:right\">Level 11</span></h2>\n<p>While not equal to the heights of your panache in combat, you have a dramatic flair about you in any situation. Whenever you succeed at a check during exploration that would have granted you panache in combat, you gain a +1 circumstance bonus to further checks for actions that would grant you panache in combat. This benefit ends when the exploration changes to a different scene (as determined by the GM) or shifts to an encounter or downtime.</p>\n<h2 class=\"title\">Vigilant Senses<span style=\"float:right\">Level 11</span></h2>\n<p>Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.</p>\n<h2 class=\"title\">Improved Evasion<span style=\"float:right\">Level 13</span></h2>\n<p>Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.</p>\n<h2 class=\"title\">Light Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2 class=\"title\">Weapon Mastery<span style=\"float:right\">Level 13</span></h2>\n<p>You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.</p>\n<h2 class=\"title\">Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2 class=\"title\">Keen Flair<span style=\"float:right\">Level 15</span></h2>\n<p>You inflict particularly devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the die and the roll is a success, you critically succeed instead.</p>\n<h2 class=\"title\">Resolve<span style=\"float:right\">Level 17</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2 class=\"title\">Eternal Confidence<span style=\"float:right\">Level 17</span></h2>\n<p>As a swashbuckler at the peak of your skill, you swell with confidence and bravado in every attack. Your proficiency rank for your swashbuckler class DC increases to master.</p>\n<p>When you Strike as part of a finisher or Opportune Riposte, you can give the Strike the failure effect from the Confident Finisher action, including the increase from Precise Finisher if you have that feat. You can do so only if the Strike uses a weapon or unarmed attack that you could use for Confident Finisher.</p>\n<h2 class=\"title\">Light Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"12j4u":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":7,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"2v2xl":{"img":"systems/pf2e/icons/features/classes/panache.webp","level":1,"name":"Panache","uuid":"Compendium.pf2e.classfeatures.LzYi0OuOoypNb6jd"},"2z1nf":{"img":"systems/pf2e/icons/features/classes/precise-strike.webp","level":1,"name":"Precise Strike","uuid":"Compendium.pf2e.classfeatures.RQH6vigvhmiYKKjg"},"41jmp":{"img":"systems/pf2e/icons/features/classes/confident-finisher.webp","level":1,"name":"Confident Finisher","uuid":"Compendium.pf2e.classfeatures.pyo0vmxUFIFX2GNl"},"4sxx4":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"7g9e4":{"img":"systems/pf2e/icons/features/classes/vivacious-speed.webp","level":3,"name":"Vivacious Speed","uuid":"Compendium.pf2e.classfeatures.8BOFeRE7ZfJ02N0O"},"9bzuj":{"img":"systems/pf2e/icons/features/classes/eternal-confidence.webp","level":19,"name":"Eternal Confidence","uuid":"Compendium.pf2e.classfeatures.ypfT3iybew6ZSIUl"},"begqu":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":17,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"biz5f":{"img":"systems/pf2e/icons/features/classes/improved-evasion.webp","level":13,"name":"Improved Evasion","uuid":"Compendium.pf2e.classfeatures.L5D0NwFXdLiVSnk5"},"i3ldz":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"jlyi1":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Swashbuckler's Style","uuid":"Compendium.pf2e.classfeatures.beW1OqibVQ3fBvRw"},"k2fub":{"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","level":3,"name":"Great Fortitude","uuid":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"},"m4r06":{"img":"systems/pf2e/icons/features/classes/stylish-tricks.webp","level":3,"name":"Stylish Tricks","uuid":"Compendium.pf2e.classfeatures.pthjQIK9pDxnbER6"},"mh4q8":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":11,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"mysbh":{"img":"systems/pf2e/icons/features/classes/light-armor-master.webp","level":19,"name":"Light Armor Mastery","uuid":"Compendium.pf2e.classfeatures.SHpjmM4A3Sw4GgDz"},"o4f3f":{"img":"systems/pf2e/icons/features/classes/opportune-riposte.webp","level":3,"name":"Opportune Riposte","uuid":"Compendium.pf2e.classfeatures.Jtn7IugykXDlIoZq"},"qo5ao":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":5,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.F5BHEav90oOJ2LwN"},"sltbp":{"img":"systems/pf2e/icons/features/classes/exemplary-finisher.webp","level":9,"name":"Exemplary Finisher","uuid":"Compendium.pf2e.classfeatures.KxpaxUSuBC7hr4F7"},"t02dj":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Light Armor Expertise","uuid":"Compendium.pf2e.classfeatures.pZYkb12t5DSwtts7"},"xi59r":{"img":"systems/pf2e/icons/features/classes/keen-flair.webp","level":15,"name":"Keen Flair","uuid":"Compendium.pf2e.classfeatures.Pk3Ht0KZyFxSeL07"},"yeomf":{"img":"systems/pf2e/icons/features/classes/swashbuckler-expertise.webp","level":9,"name":"Swashbuckler Expertise","uuid":"Compendium.pf2e.classfeatures.U74JoAcLHTOsZG6q"},"z4u6l":{"img":"systems/pf2e/icons/features/classes/continuous-flair.webp","level":11,"name":"Continuous Flair","uuid":"Compendium.pf2e.classfeatures.13QpCrR8a8XULbJa"},"zwcsy":{"img":"systems/pf2e/icons/features/classes/weapon-mastery.webp","level":13,"name":"Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.i6563IU7x4L9oRgC"}},"keyAbility":{"value":["dex"]},"perception":2,"rules":[],"savingThrows":{"fortitude":1,"reflex":2,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"swashbuckler","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedSkills":{"additional":4,"value":["acr"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"sZwUq3hknutEB1Kd","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.beW1OqibVQ3fBvRw"},"pf2e":{"itemGrants":{"fencer":{"id":"jFEj5BEPDMbCR3wC","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Swashbuckler's Style","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As a swashbuckler, you have your own distinctive style that enables you to gracefully handle everyday events and life-or-death situations alike. Choose a swashbuckler's style. This style determines the additional actions you use to gain panache and makes you trained in the skill related to that action.</p>"},"level":{"value":1},"location":"yEaUlff6zV5ms6QO","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Swashbuckler class feature","predicate":["item:level:1","item:trait:swashbuckler","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.5HoEwzLDJGTCZtFa"},{"value":"Compendium.pf2e.classfeatures.KBhwFjdptrKyN5EM"},{"value":"Compendium.pf2e.classfeatures.Jgid6Ja6Y879COlN"},{"value":"Compendium.pf2e.classfeatures.B7RMnrHwQHlezlJT"},{"value":"Compendium.pf2e.classfeatures.4lGhbEjlEoGP4scl"}],"flag":"swashbucklersStyle","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Swashbuckler.Style.Prompt","selection":"Compendium.pf2e.classfeatures.Jgid6Ja6Y879COlN"},{"flag":"fencer","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.swashbucklersStyle}"}],"slug":"swashbucklers-style","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","selected":{"swashbuckler":"Swashbuckler"},"value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9skD64gWpL7TWeBX","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.pyo0vmxUFIFX2GNl"},"pf2e":{"itemGrants":{"confidentFinisher":{"id":"zSb25b0CfCRQmsPg","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/confident-finisher.webp","name":"Confident Finisher","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain an elegant finishing attack you can make when you have panache. The finisher trait is described below. You gain the @UUID[Compendium.pf2e.actionspf2e.K878asDgf1EF0B9S] action.</p>\n<hr />\n<p><strong>Finisher</strong> Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn.</p>\n<p>Some actions with the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.</p>"},"level":{"value":1},"location":"yEaUlff6zV5ms6QO","prerequisites":{"value":[]},"rules":[{"flag":"confidentFinisher","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.K878asDgf1EF0B9S"}],"slug":"confident-finisher","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VIjVqGtw2mscn9DR","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.LzYi0OuOoypNb6jd"}},"img":"systems/pf2e/icons/features/classes/panache.webp","name":"Panache","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.uBJsxCzNhje8m8jj]</p>\n<p>You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including @UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8] and additional actions determined by your swashbuckler's style (see below). At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).</p>\n<p>While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.</p>\n<p>Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache</p>"},"level":{"value":1},"location":"yEaUlff6zV5ms6QO","prerequisites":{"value":[]},"rules":[],"slug":"panache","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"BNPs6rrXiXs4nI1d","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.RQH6vigvhmiYKKjg"}},"img":"systems/pf2e/icons/features/classes/precise-strike.webp","name":"Precise Strike","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You Strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.</p>\n<p>As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.</p>"},"level":{"value":1},"location":"yEaUlff6zV5ms6QO","prerequisites":{"value":[]},"rules":[{"disabledIf":[{"not":"self:effect:panache"}],"disabledValue":false,"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.PreciseStrike.Finisher","option":"finisher","toggleable":true},{"damageCategory":"precision","key":"FlatModifier","predicate":["class:swashbuckler","self:effect:panache",{"or":["item:melee",{"and":["feat:flying-blade","item:thrown","target:range-increment:1"]}]},{"or":["item:trait:agile","item:trait:finesse"]},{"not":"finisher"}],"selector":"strike-damage","slug":"precise-strike","value":{"brackets":[{"end":4,"value":2},{"end":8,"start":5,"value":3},{"end":12,"start":9,"value":4},{"end":16,"start":13,"value":5},{"start":17,"value":6}]}},{"category":"precision","dieSize":"d6","key":"DamageDice","predicate":["class:swashbuckler","self:effect:panache","finisher",{"or":["item:melee",{"and":["feat:flying-blade","item:thrown","target:range-increment:1"]}]},{"or":["item:trait:agile","item:trait:finesse"]}],"selector":"strike-damage","slug":"finisher","value":{"brackets":[{"end":4,"value":{"diceNumber":2}},{"end":8,"start":5,"value":{"diceNumber":3}},{"end":12,"start":9,"value":{"diceNumber":4}},{"end":16,"start":13,"value":{"diceNumber":5}},{"start":17,"value":{"diceNumber":6}}]}}],"slug":"precise-strike","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"jFEj5BEPDMbCR3wC","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Jgid6Ja6Y879COlN"},"pf2e":{"grantedBy":{"id":"sZwUq3hknutEB1Kd","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/fencer-style.webp","name":"Fencer","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You move carefully, feinting and creating false openings to lead your foes into inopportune attacks.</p>\n<p>You are trained in Deception. You gain @UUID[Compendium.pf2e.classfeatures.LzYi0OuOoypNb6jd] during an encounter whenever you successfully @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X] or @UUID[Compendium.pf2e.actionspf2e.GkmbTGfg8KcgynOA] against a foe.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":["self:effect:panache",{"or":["action:feint","action:create-a-diversion"]}],"selector":"deception","type":"circumstance","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.dec.rank","predicate":["class:swashbuckler"],"value":1}],"slug":"fencer","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"zSb25b0CfCRQmsPg","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.K878asDgf1EF0B9S"},"pf2e":{"grantedBy":{"id":"9skD64gWpL7TWeBX","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Confident Finisher","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p>You make an incredibly graceful attack, piercing your foe's defenses. 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This damage type is that of the weapon or unarmed attack you used for the Strike.</p>"},"requirements":{"value":""},"rules":[],"slug":"confident-finisher","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["finisher","swashbuckler"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"}],"name":"Jirelle (Level 1)","prototypeToken":{"name":"Jirelle","texture":{"src":"systems/pf2e/icons/iconics/Jirelle.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":19},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["str","dex","con","wis"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"CG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":1},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["mwangi"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.27kg8dCRYM3bsqND"}}}
{"_id":"3HEoe8SqQ0mhL4pv","img":"systems/pf2e/icons/iconics/SeelahFull.webp","items":[{"_id":"SgRI5fYWoxnoCnWy","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.moVRsnpjB5THCwxE"}},"img":"systems/pf2e/icons/default-icons/mystery-man.svg","name":"Street Urchin","sort":900000,"system":{"boosts":{"0":{"selected":"con","value":["con","dex"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Constitution</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin (such as Absalom Lore or Magnimar Lore). You gain the @UUID[Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ] skill feat.</p>"},"items":{"jpni5":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Pickpocket","uuid":"Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ"}},"rules":[],"slug":"street-urchin","source":{"value":""},"trainedLore":"<City> Lore","trainedSkills":{"value":["thi"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"FGX3IHdm8EyaO98M","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Pickpocket","sort":1000000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can Steal or Palm an Object that's closely guarded, such as in a pocket, without taking the -5 penalty. 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The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.</p>"},"equipped":{"carryType":"held","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"per":10,"value":{"sp":1}},"quantity":20,"rules":[],"size":"med","slug":"arrows","source":{"value":""},"stackGroup":"arrows","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"HqvlB0UWhWNdGQjt","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":3600000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":13,"rules":[],"size":"med","slug":"gold-pieces","source":{"value":""},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"Rq3QhgJNsHKezuQ0","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5Ew82vBF9YfaiY9f"}},"img":"systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp","name":"Silver Pieces","sort":3700000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":3,"rules":[],"size":"med","slug":"silver-pieces","source":{"value":""},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"tUqR1e5UCYyBCOsL","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.xjGwis0uaC2305pm"}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Raise a Shield","sort":3800000,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p><strong>Requirements</strong> You are wielding a shield</p>\n<hr />\n<p>You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.2YgXoHvJfrDHucMr]</p>"},"requirements":{"value":""},"rules":[],"slug":"raise-a-shield","source":{"value":""},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"E4nOCJFUKGzOwQVz","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.RmiMUZlae6yGUyXY"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Haughty Obstinacy","sort":4200000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[],"slug":"haughty-obstinacy","source":{"value":""},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"weTZGxrleFpipCFt","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.tJduF6N83l5khRow"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Divine Grace","sort":4300000,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> You attempt a save against a spell, before you roll.</p>\n<hr />\n<p>You call upon your deity's grace, gaining a +2 circumstance bonus to the save.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"Divine Grace (vs. spell)","predicate":["spell","divine-grace"],"selector":"saving-throw","type":"circumstance","value":2}],"slug":"divine-grace","source":{"value":""},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VHCo93f0hGEMg7EH","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.zilwynzk8lIujgZo"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Mercy","sort":4400000,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>Your touch relieves fear and restores movement.</p>\n<p>If the next action you use is to cast <em>@UUID[Compendium.pf2e.spells-srd.zNN9212H2FGfM7VS]</em>, you can attempt to counteract a fear effect or an effect imposing the @UUID[Compendium.pf2e.conditionitems.6uEgoh53GbXuHpTF] condition on the target, in addition to the other benefits of lay on hands.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"devotion spell (lay on hands)"}]},"rules":[],"slug":"mercy","source":{"value":""},"traits":{"rarity":"common","value":["concentrate","champion","metamagic"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"RwldPxt59OQdd0hS","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.C0Tcelg3BAPhML6J"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Hefty Hauler","sort":4600000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Athletics"}]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.attributes.bonusEncumbranceBulk","value":2},{"key":"ActiveEffectLike","mode":"add","path":"system.attributes.bonusLimitBulk","value":2}],"slug":"hefty-hauler","source":{"value":""},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2G3mFMSMLc0NZXds","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.pRoikbRo5HFW6YUB"}},"img":"systems/pf2e/icons/equipment/armor/halfplate.webp","name":"Half Plate","sort":4800000,"system":{"armor":{"value":5},"baseItem":"half-plate","category":"heavy","check":{"value":-3},"containerId":null,"description":{"value":"<p>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 and a pair of gauntlets.</p>"},"dex":{"value":1},"equipped":{"carryType":"worn","inSlot":true,"invested":null},"equippedBulk":{"value":"3"},"group":"plate","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":18}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"half-plate","source":{"value":""},"speed":{"value":-10},"stackGroup":null,"strength":{"value":16},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"4"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"WRPyHDnOubFUJP5t","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":4900000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"potion"},"consume":{"value":"3d6+6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"held","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"oYpaoqJ46G8wo1oo","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.f9ygr5Cjrmop8LWV"}},"img":"systems/pf2e/icons/equipment/shields/specific-shields/sturdy-shield.webp","name":"Sturdy Shield (Minor) (Shield Ally)","sort":5000000,"system":{"armor":{"value":2},"baseItem":null,"category":"shield","check":{"value":0},"containerId":null,"description":{"value":"<p>With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.</p>\n<p>The shield has Hardness 8, HP 64, and BT 32.</p>"},"dex":{"value":0},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":null,"hardness":8,"hp":{"brokenThreshold":48,"max":96,"value":96},"level":{"value":4},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":100}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"resiliencyRune":{"value":null},"rules":[],"size":"med","slug":"sturdy-shield-minor","source":{"value":""},"speed":{"value":0},"stackGroup":null,"strength":{"value":0},"traits":{"rarity":"common","value":["abjuration","magical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"m3qMlm4nGbYKoMJA","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.lzJ8AVhRcbFul5fh"}},"img":"systems/pf2e/icons/equipment/treasure/currency/copper-pieces.webp","name":"Copper Pieces","sort":5100000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":1,"rules":[],"size":"med","slug":"copper-pieces","source":{"value":""},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"Nr5hObQwFiOn0w9y","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AmP0qu7c5dlBSath"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Toughness","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"hp","value":"@actor.level"},{"key":"ActiveEffectLike","mode":"downgrade","path":"system.attributes.dying.recoveryDC","value":9}],"slug":"toughness","source":{"value":""},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Mm5Fgs0Beq9bswyn","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":2500000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"PtzSHcdBxGZq7WCw","description":{"value":""},"equipped":{"carryType":"stowed","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":4}},"quantity":2,"rules":[],"size":"med","slug":"rations","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"5io3gioqr9887a7p","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":1300000,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"VfQf9MMm9dN54jc5","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.LJdbVTOZog39EEbi"}},"img":"systems/pf2e/icons/equipment/weapons/longsword.webp","name":"Longsword","sort":0,"system":{"MAP":{"value":""},"baseItem":"longsword","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d8"},"description":{"value":"<p>Longswords can be one‑edged or two‑edged swords. Their blades are heavy and they're between 3 and 4 feet in length.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":1}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"longsword","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["versatile-p"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"aroUYd6zXlTxnBH4","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.MVAWttmT0QDa7LsV"}},"img":"systems/pf2e/icons/equipment/weapons/longbow.webp","name":"Longbow","sort":0,"system":{"MAP":{"value":""},"baseItem":"longbow","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d8"},"description":{"value":"<p>This 5‑foot‑tall bow, usually made of a single piece of elm, hickory, or yew, has a powerful draw and is excellent at propelling arrows with great force and at an extreme distance. You must use two hands to fire a longbow, and it can't be used while mounted.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"bow","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":6}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":100,"reload":{"value":"0"},"rules":[],"size":"med","slug":"longbow","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["deadly-d10","volley-30"]},"usage":{"value":"held-in-one-plus-hands"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"cpTNYosIdUdwoZjg","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"cha","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"CPlIEesq39vcdnCs","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.IxyD7YdRbSSucxZp"}},"img":"systems/pf2e/icons/spells/lay-on-hands.webp","name":"Lay on Hands (Vs. Undead)","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"positive"},"value":"1d6"}}},"description":{"value":"<p>Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch.</p>\n<p>If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing increases by 6, and the damage to an undead target increases by 1d6.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.JhihziXQuoteftdd]</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"PZwexFB6fnpgIWHq"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"lay-on-hands-vs-undead","source":{"value":"Pathfinder Secrets of Magic"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 undead creature"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["champion","healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"0JKYpszepgc0Mglu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"PtzSHcdBxGZq7WCw","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"AqrKmr3nYFs5JwEz","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.xQMz6eDgX75WX2ce"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Intimidating Glare","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can <span data-pf2-action=\"demoralize\" data-pf2-glyph=\"1\">Demoralize</span> with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Intimidation"}]},"rules":[],"slug":"intimidating-glare","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xZIIt3g2QhdycMwb","flags":{"core":{"sourceId":"Compendium.pf2e.classes.x8iwnpdLbfcoZkHA"}},"img":"systems/pf2e/icons/classes/champion.webp","name":"Champion","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":1,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Champion</h1>\n<h2>During Combat Encounters...</h2>\n<p>You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.</p>\n<h2>During Social Encounters...</h2>\n<p>You are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.</p>\n<h2>While Exploring...</h2>\n<p>You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and-when your fellow adventurers ask for it-providing moral and ethical guidance.</p>\n<h2>In Downtime...</h2>\n<p>You spend much of your time in solemn prayer and contemplation, rigorous training, charity work, and fulfilling the tenets of your code, but that doesn't mean there isn't time to take up a craft or hobby.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Believe there is always hope that good will triumph over evil, no matter how grim the odds.</li>\n<li>Know the ends don't justify the means, since evil acts increase the power of evil.</li>\n<li>Have a strong sense of right and wrong, and grow frustrated when greed or shortsightedness breeds evil.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>See you as a symbol of hope, especially in a time of great need.</li>\n<li>Worry you secretly despise them for not living up to your impossible standard, or that you are unwilling to compromise when necessary.</li>\n<li>Know that you've sworn divine oaths of service they can trust you to keep.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Religion</p>\n<p>Trained in one skill determined by your choice of deity</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in champion class DC</p>\n<h2>Spells</h2>\n<p>Trained in divine spell attacks</p>\n<p>Trained in divine spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Champion. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, champion's code, deity and cause, deific weapon, champion's reaction, devotion spells, champion feat, shield block</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Divine ally, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, skill increase, weapon expertise</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Armor expertise, general feat, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, champion expertise, divine smite, juggernaut, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, champion feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Alertness, divine will, exalt, general feat, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, armor mastery, skill increase, weapon mastery</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, champion mastery, legendary armor, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, hero's defiance, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, champion feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Champion Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain a champion class feat.</p>\n<h2>Champion's Code</h2>\n<p>You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, @UUID[Compendium.pf2e.deities.sZrdzh0ANQnZGXJb]'s champions can't show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren't in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you're hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.</p>\n<p>If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual, but you keep any other champion abilities that don't require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.</p>\n<h3>@UUID[Compendium.pf2e.classfeatures.nxZYP3KGfTSkaW6J]</h3>\n<p>All champions of good alignment follow these tenets.</p>\n<ul>\n<li>You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.</li>\n<li>You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.</li>\n</ul>\n<h3>@UUID[Compendium.pf2e.classfeatures.JiY2ZB4FkK8RJm4T]</h3>\n<p>All champions of evil alignment follow these tenets.</p>\n<ul>\n<li>You must never perform acts anathema to your deity or willingly commit a purely good act, such as giving something solely out of charity, casting a good spell, or using a good item.</li>\n<li>You must never put another person's needs before your own, and you must never put your own needs before those of your deity. Though you can perform acts others might consider helpful, it must be done with the expectation that it ultimately furthers your own goals or those of your master.</li>\n</ul>\n<h2>Champion's Reaction</h2>\n<p>Your cause gives you a special reaction. See specific causes for more information.</p>\n<h2>Deific Weapon</h2>\n<p>You zealously bear your deity's favored weapon. If it's uncommon, you gain access to it. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).</p>\n<h2>Deity and Cause</h2>\n<p>Champions are divine servants of a deity. Choose a deity to follow; your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity's ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity's entry. You and your GM determine whether other acts are anathema.</p>\n<p>You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion's reaction, grants you a devotion spell, and defines part of your champion's code:</p>\n<ul>\n<li>Lawful good @UUID[Compendium.pf2e.classfeatures.peEXunfbSD8WcMFk]</li>\n<li>Neutral good @UUID[Compendium.pf2e.classfeatures.UyuwFp0jQqYL2AdF]</li>\n<li>Chaotic good @UUID[Compendium.pf2e.classfeatures.FCoMFUsth4xB4veC]</li>\n<li>Lawful evil @UUID[Compendium.pf2e.classfeatures.HiIvez0TqESbleB5]</li>\n<li>Neutral evil @UUID[Compendium.pf2e.classfeatures.8YIA0jh64Ecz0TG6]</li>\n<li>Chaotic evil @UUID[Compendium.pf2e.classfeatures.EQ6DVIQHAUXUhY6Y]</li>\n</ul>\n<h2>Devotion Spells</h2>\n<p>Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.</p>\n<h2>Shield Block</h2>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Divine Ally<span style=\"float:right\">Level 3</span></h2>\n<p>Your devotion attracts a spirit of your deity's alignment. Once you choose an ally, your choice can't be changed.</p>\n<p>The following are divine allies:</p>\n<p><strong>Blade Ally</strong> A spirit of battle dwells within your armaments. Select one weapon or @UUID[Compendium.pf2e.equipment-srd.FNDq4NFSN0g2HKWO]{Handwraps of Mighty Blows (+1)} when you make your daily preparations. In your hands, the item gains the effect of a property rune.</p>\n<p>For a champion following the tenets of good, choose @UUID[Compendium.pf2e.equipment-srd.LwQb7ryTC8FlOXgX], @UUID[Compendium.pf2e.equipment-srd.JQdwHECogcTzdd8R], @UUID[Compendium.pf2e.equipment-srd.qlunQzfnzPQpMG6U], or @UUID[Compendium.pf2e.equipment-srd.roeYtwlIe65BPMJ1]. For a champion following the tenets of evil, choose @UUID[Compendium.pf2e.equipment-srd.P6v2AtJw7AUwaDzf], @UUID[Compendium.pf2e.equipment-srd.qlunQzfnzPQpMG6U], or @UUID[Compendium.pf2e.equipment-srd.roeYtwlIe65BPMJ1]. You also gain the weapon's critical specialization effect.</p>\n<p><strong>Shield Ally</strong> A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half.</p>\n<p><strong>Steed Ally</strong> You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM's discretion), but this ability doesn't grant it the mount special ability.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Weapon Expertise<span style=\"float:right\">Level 5</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.</p>\n<h2>Armor Expertise<span style=\"float:right\">Level 7</span></h2>\n<p>You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Champion Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.</p>\n<h2>Divine Smite<span style=\"float:right\">Level 9</span></h2>\n<p>Your champion's reaction improves.</p>\n<p>See specific causes for more information.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 9</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 9</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Alertness<span style=\"float:right\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Divine Will<span style=\"float:right\">Level 11</span></h2>\n<p>Your faith grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2>Exalt<span style=\"float:right\">Level 11</span></h2>\n<p>Your champion's reaction exalts nearby allies, allowing them to benefit as well.</p>\n<p>See specific causes for more information.</p>\n<h2>Armor Mastery<span style=\"float:right\">Level 13</span></h2>\n<p>Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.</p>\n<h2>Weapon Mastery<span style=\"float:right\">Level 13</span></h2>\n<p>You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Champion Mastery<span style=\"float:right\">Level 17</span></h2>\n<p>You've mastered your arsenal of champion techniques and divine spells. Your proficiency ranks for your champion class DC and for divine spell attack rolls and spell DCs increase to master.</p>\n<h2>Legendary Armor<span style=\"float:right\">Level 17</span></h2>\n<p>You shield yourself with steel as easily as with faith. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to legendary.</p>\n<h2>Hero's Defiance<span style=\"float:right\">Level 19</span></h2>\n<p>You can defy fate and continue fighting as long as you have divine energy. You gain the <em>@UUID[Compendium.pf2e.spells-srd.uGXWkR2h8q9MRzEM]</em> devotion spell.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"06620":{"img":"systems/pf2e/icons/features/classes/armor-expertise.webp","level":7,"name":"Armor Expertise","uuid":"Compendium.pf2e.classfeatures.x5jaCJxsmD5sx3KB"},"0drpq":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":9,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"0yuhb":{"img":"systems/pf2e/icons/features/classes/deity.webp","level":1,"name":"Deity and Cause","uuid":"Compendium.pf2e.classfeatures.ehL7mnkqxN5wIkgu"},"2k5lc":{"img":"systems/pf2e/icons/features/classes/champion-code.webp","level":1,"name":"Champion's Code","uuid":"Compendium.pf2e.classfeatures.fykh5pE99O3I2sOI"},"371js":{"img":"systems/pf2e/icons/features/classes/deific-weapon.webp","level":1,"name":"Deific Weapon","uuid":"Compendium.pf2e.classfeatures.FeBsYn2mHfMVDZvw"},"467es":{"img":"systems/pf2e/icons/features/classes/legendary-armor.webp","level":17,"name":"Legendary Armor","uuid":"Compendium.pf2e.classfeatures.voiSCh7ZXA2ogwiC"},"4s92m":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":1,"name":"Champion's Reaction","uuid":"Compendium.pf2e.classfeatures.sXVX4ARUuo8Egrz5"},"5u86v":{"img":"systems/pf2e/icons/features/classes/devotion-spells.webp","level":1,"name":"Devotion Spells","uuid":"Compendium.pf2e.classfeatures.Q1VfQZp49hkhY0HY"},"5z8hr":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"6ye0b":{"img":"systems/pf2e/icons/features/classes/shield-block.webp","level":1,"name":"Shield Block","uuid":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"967sh":{"img":"systems/pf2e/icons/features/classes/champion-mastery.webp","level":17,"name":"Champion Mastery","uuid":"Compendium.pf2e.classfeatures.z5G0o04uV65zyxDB"},"d0us1":{"img":"systems/pf2e/icons/features/classes/divine-will.webp","level":11,"name":"Divine Will","uuid":"Compendium.pf2e.classfeatures.xygfZopqXBJ6dKBA"},"gzf67":{"img":"systems/pf2e/icons/features/classes/champion-expertise.webp","level":9,"name":"Champion Expertise","uuid":"Compendium.pf2e.classfeatures.VgmfNKtQLgBaNi5r"},"h4ydl":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"ht0g6":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":9,"name":"Divine Smite","uuid":"Compendium.pf2e.classfeatures.3XK573A7GH1rrLgO"},"l74fn":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":9,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"m8rj4":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":5,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"pgk3u":{"img":"systems/pf2e/icons/features/classes/armor-mastery.webp","level":13,"name":"Armor Mastery","uuid":"Compendium.pf2e.classfeatures.CGB1TczFhQhdQxml"},"qqwd4":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"r4pcs":{"img":"systems/pf2e/icons/features/classes/heros-defiance.webp","level":19,"name":"Hero's Defiance","uuid":"Compendium.pf2e.classfeatures.LzB6X9vOaq3wq1FZ"},"rwf2s":{"img":"systems/pf2e/icons/features/classes/weapon-mastery.webp","level":13,"name":"Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.i6563IU7x4L9oRgC"},"tlo7a":{"img":"systems/pf2e/icons/features/classes/divine-ally.webp","level":3,"name":"Divine Ally","uuid":"Compendium.pf2e.classfeatures.ERwuazupczhUSZ73"},"w0m0r":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":11,"name":"Exalt","uuid":"Compendium.pf2e.classfeatures.uptzvOLrZ3fctrl2"}},"keyAbility":{"value":["dex","str"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.divine.rank","value":1}],"savingThrows":{"fortitude":2,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"champion","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":["rel"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"5jq7U4xHIy1arD45","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ehL7mnkqxN5wIkgu"},"pf2e":{"itemGrants":{"iomedae":{"id":"msQnRipx50DfHqwy","onDelete":"detach"},"paladin":{"id":"pjj2LRBTIGHRBSxW","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/deity.webp","name":"Deity and Cause","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Champions are divine servants of a deity. Choose a deity to follow; your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity's ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity's entry. You and your GM determine whether other acts are anathema. You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion's reaction, grants you a devotion spell, and defines part of your champion's code.</p>\n<ul>\n<li>LG @UUID[Compendium.pf2e.classfeatures.peEXunfbSD8WcMFk]</li>\n<li>NG @UUID[Compendium.pf2e.classfeatures.UyuwFp0jQqYL2AdF]</li>\n<li>CG @UUID[Compendium.pf2e.classfeatures.FCoMFUsth4xB4veC]</li>\n<li>LE @UUID[Compendium.pf2e.classfeatures.HiIvez0TqESbleB5]</li>\n<li>NE @UUID[Compendium.pf2e.classfeatures.8YIA0jh64Ecz0TG6]</li>\n<li>CE @UUID[Compendium.pf2e.classfeatures.EQ6DVIQHAUXUhY6Y]</li>\n</ul>"},"level":{"value":1},"location":"xZIIt3g2QhdycMwb","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.AllowedDrops.DeityOrPantheon","predicate":["item:type:deity",{"or":["item:category:deity","item:category:pantheon"]}]},"choices":{"itemType":"deity","pack":"pf2e.deities","query":"{\"$or\":[{\"system.category\":\"deity\"},{\"system.category\":\"pantheon\"}]}"},"flag":"deity","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Deity","selection":"Compendium.pf2e.deities.eErEiVmBqltYXFJ6"},{"flag":"iomedae","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.deity}"},{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.DeityAndCause.AllowedDrops","predicate":["item:level:1","item:trait:champion","item:type:feature"]},"choices":[{"predicate":["deity:primary:alignment:follower:lg"],"value":"Compendium.pf2e.classfeatures.peEXunfbSD8WcMFk"},{"predicate":["deity:primary:alignment:follower:ng"],"value":"Compendium.pf2e.classfeatures.UyuwFp0jQqYL2AdF"},{"predicate":["deity:primary:alignment:follower:cg"],"value":"Compendium.pf2e.classfeatures.FCoMFUsth4xB4veC"},{"predicate":["deity:primary:alignment:follower:le"],"value":"Compendium.pf2e.classfeatures.HiIvez0TqESbleB5"},{"predicate":["deity:primary:alignment:follower:ne"],"value":"Compendium.pf2e.classfeatures.8YIA0jh64Ecz0TG6"},{"predicate":["deity:primary:alignment:follower:ce"],"value":"Compendium.pf2e.classfeatures.EQ6DVIQHAUXUhY6Y"}],"flag":"cause","key":"ChoiceSet","prompt":"PF2E.SpecificRule.DeityAndCause.Prompt","selection":"Compendium.pf2e.classfeatures.peEXunfbSD8WcMFk"},{"flag":"paladin","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.cause}"}],"slug":"deity-and-cause","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"03dZ9Mb7cMPQLKrj","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.fykh5pE99O3I2sOI"},"pf2e":{"itemGrants":{"theTenetsOfGood":{"id":"clSxsvQQs00ohKv0","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/champion-code.webp","name":"Champion's Code","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, @UUID[Compendium.pf2e.deities.sZrdzh0ANQnZGXJb] champions can't show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren't in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you're hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.</p>\n<p>If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual, but you keep any other champion abilities that don't require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.</p>"},"level":{"value":1},"location":"xZIIt3g2QhdycMwb","prerequisites":{"value":[]},"rules":[{"flag":"theTenetsOfGood","key":"GrantItem","predicate":[{"or":["class:champion:alignment:lg","class:champion:alignment:ng","class:champion:alignment:cg"]}],"uuid":"Compendium.pf2e.classfeatures.nxZYP3KGfTSkaW6J"},{"flag":"theTenetsOfEvil","key":"GrantItem","predicate":[{"or":["class:champion:alignment:le","class:champion:alignment:ne","class:champion:alignment:ce"]}],"uuid":"Compendium.pf2e.classfeatures.JiY2ZB4FkK8RJm4T"}],"slug":"champions-code","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0v16sgBZRB1C6ed1","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.sXVX4ARUuo8Egrz5"}},"img":"systems/pf2e/icons/features/classes/champions-reaction.webp","name":"Champion's Reaction","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your cause gives you a special reaction. See specific causes for more information.</p>"},"level":{"value":1},"location":"xZIIt3g2QhdycMwb","prerequisites":{"value":[]},"rules":[],"slug":"champions-reaction","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5mdRPb8sD2lPyYqV","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.FeBsYn2mHfMVDZvw"}},"img":"systems/pf2e/icons/features/classes/deific-weapon.webp","name":"Deific Weapon","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You zealously bear your deity's favored weapon. If it's uncommon, you gain access to it. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).</p>"},"level":{"value":1},"location":"xZIIt3g2QhdycMwb","prerequisites":{"value":[]},"rules":[{"baseType":"fist","category":"unarmed","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"group":"brawling","img":"systems/pf2e/icons/features/classes/powerful-fist.webp","key":"Strike","label":"PF2E.Weapon.Base.fist","predicate":["deity:primary:favored-weapon:fist"],"range":null,"slug":"fist","traits":["agile","finesse","nonlethal","unarmed"]},{"key":"DamageDice","override":{"upgrade":true},"predicate":["item:deity-favored",{"or":["item:category:simple",{"and":["item:category:unarmed","item:damage:die:faces:4"]}]}],"selector":"strike-damage"}],"slug":"deific-weapon","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"kYcf0DucpWKqWxBt","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Q1VfQZp49hkhY0HY"}},"img":"systems/pf2e/icons/features/classes/devotion-spells.webp","name":"Devotion Spells","sort":400,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.</p>"},"level":{"value":1},"location":"xZIIt3g2QhdycMwb","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":10,"value":1}],"slug":"devotion-spells","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"y7TQRhbHn9VsWthf","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"q9LEUaz4rDGOAdgh","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/shield-block.webp","name":"Shield Block","sort":500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>"},"level":{"value":1},"location":"xZIIt3g2QhdycMwb","prerequisites":{"value":[]},"rules":[{"flag":"shieldBlock","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"}],"slug":"shield-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion","druid","fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Gdv02j4pfFBgElw9","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"}},"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","name":"Weapon Expertise","sort":3500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p><strong>Champion, Investigator, Oracle, Magus</strong> You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.</p>\n<p><strong>Sorcerer</strong> Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.</p>\n<p><strong>Summoner</strong> Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert. (<em>Note: this is called Simple Weapon Expertise in Secrets of Magic</em>)</p>\n<p><strong>Witch</strong> Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.</p>"},"level":{"value":5},"location":"xZIIt3g2QhdycMwb","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.simple.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.unarmed.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.martial.rank","predicate":[{"or":["class:champion","class:investigator","class:magus"]}],"value":2}],"slug":"weapon-expertise","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"msQnRipx50DfHqwy","flags":{"core":{"sourceId":"Compendium.pf2e.deities.eErEiVmBqltYXFJ6"},"pf2e":{"grantedBy":{"id":"5jq7U4xHIy1arD45","onDelete":"cascade"}}},"img":"systems/pf2e/icons/deity/Iomedae.webp","name":"Iomedae","sort":0,"system":{"ability":["str","con"],"alignment":{"follower":["LG","NG"],"own":"LG"},"category":"deity","description":{"value":"<p>Iomedae, the youngest among the prominent deities of the Inner Sea region, had already proven herself worthy of divinity before her ascension. Born in Cheliax, she followed the path of the sword and fought evil, eventually becoming a paladin of Aroden's herald Arazni. She became a legend among the Shining Crusade, leading the Knights of Ozem in a series of victories over the Whispering Tyrant. Iomedae became the third known mortal to pass the Test of the Starstone when she ascended to divinity in 3832 AR. As Arazni had been slain during the Shining Crusade, Aroden elevated the newly ascended goddess to be his new herald. When Aroden himself died, Iomedae inherited most of his worshippers and became a major deity of honor and justice.</p>\n<p><strong>Edicts</strong> be temperate, fight for justice and honor, hold valor in your heart</p>\n<p><strong>Anathema</strong> abandon a companion in need, dishonor yourself, refuse a challenge from an equal</p>\n<p><strong>Areas of Concern</strong> honor, justice, rulership, and valor</p>"},"domains":{"alternate":["duty"],"primary":["confidence","might","truth","zeal"]},"font":["heal"],"rules":[],"skill":"itm","slug":"iomedae","source":{"value":"Pathfinder Core Rulebook"},"spells":{"1":"Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh","2":"Compendium.pf2e.spells-srd.wzctak6BxOW8xvFV","4":"Compendium.pf2e.spells-srd.YrzBLPLd3r9m6t1p"},"weapons":["longsword"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"rGxKgdocduXFSbLx","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.EAP98XaChJEbgKcK"},"pf2e":{"grantedBy":{"id":"pjj2LRBTIGHRBSxW","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Reaction.webp","name":"Retributive Strike","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Trigger</strong> An enemy damages your ally, and both are within 15 feet of you</p>\n<hr />\n<p>You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.DawVHfoPKbPJsz4k]</p>"},"requirements":{"value":""},"rules":[],"slug":"retributive-strike","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"pjj2LRBTIGHRBSxW","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.peEXunfbSD8WcMFk"},"pf2e":{"grantedBy":{"id":"5jq7U4xHIy1arD45","onDelete":"cascade"},"itemGrants":{"retributiveStrike":{"id":"rGxKgdocduXFSbLx","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/paladin-lawful-good.webp","name":"Paladin","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You're honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion's reaction and the <em>@UUID[Compendium.pf2e.spells-srd.zNN9212H2FGfM7VS]</em> devotion spell. After the tenets of good, add these tenets:</p>\n<ul>\n<li>You must act with honor, never taking advantage of others, lying, or cheating.</li>\n<li>You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.</li>\n</ul>\n<h2 class=\"title\">Champion's Reaction</h2>\n<p>@UUID[Compendium.pf2e.actionspf2e.EAP98XaChJEbgKcK] <span class=\"pf2-icon\">R</span></p>\n<p><strong>Trigger</strong> An enemy damages your ally, and both are within 15 feet of you</p>\n<hr />\n<p>You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.</p>\n<h2 class=\"title\">Divine Smite<span style=\"float:right\">Level 9</span></h2>\n<p>You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Good Damage} equal to your Charisma modifier.</p>\n<h2 class=\"title\">Exalt<span style=\"float:right\">Level 11</span></h2>\n<p>When you use Retributive Strike, each ally within 15 feet of you with the target in their melee reach can spend a reaction to Strike the target with a -5 penalty.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","option":"class:champion:alignment:lg"},{"flag":"retributiveStrike","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.EAP98XaChJEbgKcK"}],"slug":"paladin","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"clSxsvQQs00ohKv0","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.nxZYP3KGfTSkaW6J"},"pf2e":{"grantedBy":{"id":"03dZ9Mb7cMPQLKrj","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/the-tenants-of-good.webp","name":"The Tenets of Good","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>All champions of good alignment follow these tenets.</p>\n<ul>\n<li>You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.</li>\n<li>You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them. </li>\n</ul>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"the-tenets-of-good","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"q9LEUaz4rDGOAdgh","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"y7TQRhbHn9VsWthf","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Shield Block","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"general","description":{"value":"<p><strong>Trigger</strong> While you have your shield raised, you would take damage from a physical attack</p>\n<hr />\n<p>You snap your shield in place to ward off a blow. 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{"_id":"5Z6KUEZPXmVBYLS2","img":"systems/pf2e/icons/iconics/FeiyaFull.webp","items":[{"_id":"1n3l96ef9leoqpux","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"versatileHeritage":{"id":"zb4gpnehgvcwe611"}}}},"img":"systems/pf2e/icons/features/ancestry/versatile-heritage.webp","name":"Versatile Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).</p>"},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"versatileHeritage","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.hDGosy2ZTwnyctEP"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.versatileHeritage}"}],"slug":"versatile-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"zb4gpnehgvcwe611","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hDGosy2ZTwnyctEP"},"pf2e":{"grantedBy":{"id":"1n3l96ef9leoqpux"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Oddity Identification","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You have a sense for spells that twist minds or reveal secrets. 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Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"dancing-lights","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":true},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":["light","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"BLDj11sNlFAP25cz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.vLA0q0WOK2YPuJs6"}},"img":"systems/pf2e/icons/spells/charm.webp","name":"Charm","sort":200000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.</p>\n<p>You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected and aware you tried to charm it.</p>\n<p><strong>Success</strong> The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.</p>\n<p><strong>Failure</strong> The target's attitude becomes @UUID[Compendium.pf2e.conditionitems.v66R7FdOf11l94im] toward you. If it was Friendly, it becomes @UUID[Compendium.pf2e.conditionitems.v44P3WUcU1j0115l]. It can't use hostile actions against you.</p>\n<p><strong>Critical Failure</strong> The target's attitude becomes Helpful toward you, and it can't use hostile actions against you.</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The duration lasts until the next time you make your daily preparations.</p>\n<p><strong>Heightened (8th)</strong> The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.</p>"},"duration":{"value":"1 hour"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"charm","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":["emotion","incapacitation","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"wxSitVnKv8laghsD","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.mAMEt4FFbdqoRnkN"}},"img":"systems/pf2e/icons/spells/chill-touch.webp","name":"Chill Touch","sort":100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"negative"},"value":"1d4"}}},"description":{"value":"<p>Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.</p>\n<ul>\n<li><strong>Living Creature</strong> The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 round on a critical failure.</li>\n<li><strong>Undead Creature</strong> The target is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] for 1 round on a failed Fortitude save. On a critical failure, the target is also @UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D] for 1 round unless it succeeds at a Will save.</li>\n</ul>\n<hr />\n<p><strong>Heightened (+1)</strong> The negative damage to living creatures increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"chill-touch","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 living or undead creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","negative"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"NTNkeQ5hZ57p7OJp","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl"}},"img":"systems/pf2e/icons/spells/detect-magic.webp","name":"Detect Magic","sort":300000,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"detect-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"sPYh4Prm6FJ5le6y","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.RA7VKcen3p56rVyZ"}},"img":"systems/pf2e/icons/spells/forbidding-ward.webp","name":"Forbidding Ward","sort":400000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.ctMxYPGEpstvhW9C]</p>\n<hr />\n<p><strong>Heightened (6th)</strong> The status bonus increases to +2.</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"forbidding-ward","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 ally and 1 enemy"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"iRU9tflKtCt1LQDc","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.pwzdSlJgYqN7bs2w"}},"img":"systems/pf2e/icons/spells/mage-hand.webp","name":"Mage Hand","sort":600000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target an unattended object with a Bulk of 1 or less.</p>\n<p><strong>Heightened (5th)</strong> The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.</p>\n<p><strong>Heightened (7th)</strong> The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mage-hand","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 unattended object of light Bulk or less"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"cyOZNUF54iIrwidu","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.60sgbuMWN0268dB7"}},"img":"systems/pf2e/icons/spells/telekinetic-projectile.webp","name":"Telekinetic Projectile","sort":1000000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"untyped"},"value":"1d6"}}},"description":{"value":"<p>You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.</p>\n<hr />\n<p><strong>Critical Success</strong> You deal double damage.</p>\n<p><strong>Success</strong> You deal full damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"telekinetic-projectile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["attack","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"LP7XV3OrqYkmHq0V","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.J7Y7tl0bbdz7TcCc"}},"img":"systems/pf2e/icons/spells/ray-of-enfeeblement.webp","name":"Ray of Enfeeblement","sort":750000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A ray that saps a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save to determine the spell's effect. If your attack roll is a critical success, use the outcome for one degree of success worse than the result of its save.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target becomes @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1}.</p>\n<p><strong>Failure</strong> The target becomes @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 2}.</p>\n<p><strong>Critical Failure</strong> The target becomes @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 3}.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ray-of-enfeeblement","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["attack"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"7ppYg31xK4D9ao96","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.LvezN4a3kYf1OHMg"}},"img":"systems/pf2e/icons/spells/floating-disc.webp","name":"Floating Disk","sort":400000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.</p>\n<p>The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.</p>"},"duration":{"value":"8 hours"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"floating-disk","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"5U7pitdKCIhHhjsc","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.atlgGNI1E1Ox3O3a"}},"img":"systems/pf2e/icons/spells/ghost-sound.webp","name":"Ghost Sound","sort":500000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The range increases to 60 feet.</p>\n<p><strong>Heightened (5th)</strong> The range increases to 120 feet.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ghost-sound","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["auditory","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"YyabCCy2vgTaz08W","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.D442XMADp01qJ7Cs"}},"img":"systems/pf2e/icons/spells/mindlink.webp","name":"Mindlink","sort":700000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mindlink","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["occult"]},"traits":{"rarity":"common","value":["mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"4AA5kROisQ0VR7XI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.R8bqnYiThB6MYTxD"}},"img":"systems/pf2e/icons/spells/phantom-pain.webp","name":"Phantom Pain","sort":725000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"mental"},"value":"2d4"},"1":{"applyMod":false,"type":{"categories":[],"subtype":"persistent","value":"mental"},"value":"1d4"}}},"description":{"value":"<p>Illusory pain wracks the target, dealing 2d4 mental damage and [[/r 1d4[persistent,mental]]]. The target must attempt a Will save.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target takes full initial damage but no @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Mental Damage}, and the spell ends immediately.</p>\n<p><strong>Failure</strong> The target takes full initial and Persistent Damage, and the target is @UUID[Compendium.pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened 1}. If the target recovers from being Sickened, the Persistent Damage ends and the spell ends.</p>\n<p><strong>Critical Failure</strong> As failure, but the target is @UUID[Compendium.pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened 2}.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 2d4 and the Persistent Damage by 1d4.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d4","1":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"phantom-pain","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["occult"]},"traits":{"rarity":"common","value":["mental","nonlethal"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"WCUC1OGESlFQbBb6","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Qw3fnUlaUbnn7ipC"}},"img":"systems/pf2e/icons/spells/prestidigitation.webp","name":"Prestidigitation","sort":650000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.</p>\n<ul>\n<li><strong>Cook</strong> Cool, warm, or flavor 1 pound of nonliving material.</li>\n<li><strong>Lift</strong> <strong>Slowly</strong> lift an unattended object of light Bulk or less 1 foot off the ground.</li>\n<li><strong>Make</strong> Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile-it can't be used as a tool, weapon, or spell component.</li>\n<li><strong>Tidy</strong> Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.</li>\n</ul>\n<p>Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"10 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"prestidigitation","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":true},"target":{"value":"1 object (cook, lift, or tidy only)"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"GH7ZPQGC0oVhEKFz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.OhD2Z6rIGGD5ocZA"}},"img":"systems/pf2e/icons/spells/read-aura.webp","name":"Read Aura","sort":675000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.</p>\n<p>If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target up to 10 objects.</p>\n<p><strong>Heightened (6th)</strong> You can target any number of objects.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"read-aura","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object"},"time":{"value":"1 Minute"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"stxAp068ukhqNZcU","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.AUctDF2fqPZN2w4W"}},"img":"systems/pf2e/icons/spells/sigil.webp","name":"Sigil","sort":900000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The sigil instead fades after 1 month.</p>\n<p><strong>Heightened (5th)</strong> The sigil instead fades after 1 year.</p>\n<p><strong>Heightened (7th)</strong> The sigil never fades.</p>"},"duration":{"value":"unlimited"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"sigil","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature or object"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"XWb4SyIQPjoWZ7Kq","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Focus Occult Spells","sort":0,"system":{"ability":{"value":"int"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"focus"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"tK21POTeinoN9VQ5","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.f45JpY7Ph2cAJGW2"}},"img":"systems/pf2e/icons/spells/evil-eye.webp","name":"Evil Eye","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You fix your eye on the target, imposing a malevolent hex. The target becomes frightened based on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute.</p>\n<hr />\n<p><strong>Success</strong> The target is unaffected.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1}.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 2}.</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"XWb4SyIQPjoWZ7Kq"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"evil-eye","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["cantrip","curse","emotion","fear","hex","mental","witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"co8upTB5avgh237g","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rMOI8JFJ0nT2mrCF"}},"img":"systems/pf2e/icons/spells/phase-familiar.webp","name":"Phase Familiar","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p><strong>Trigger</strong> Your familiar would take damage.</p>\n<hr />\n<p><strong>Effect</strong> You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> Increase the resistance by 2.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"XWb4SyIQPjoWZ7Kq"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"phase-familiar","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"your familiar"},"time":{"value":"reaction"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["witch","hex"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"RHxjTV1q5e2PwFPb","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.YVK3JUkPVzHIeGXQ"}},"img":"systems/pf2e/icons/spells/cackle.webp","name":"Cackle","sort":-100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>With a quick burst of laughter, you prolong a magical effect you created. You @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg] as a free action.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"XWb4SyIQPjoWZ7Kq"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"cackle","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"free"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"3UXj2KLcKyK9YYa5","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.9jGaBxLUtevZYcZO"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Untrained Improvisation","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You've learned how to handle situations when you're out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you're 7th level or higher, the bonus increases to your full level instead. This doesn't allow you to use the skill's trained actions.</p>"},"level":{"value":3},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"skill-check","type":"proficiency","value":{"brackets":[{"end":6,"value":"floor(@actor.level / 2)"},{"start":7,"value":"@actor.level"}]}}],"slug":"untrained-improvisation","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ajislv3dnu0xgm8x","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.D3SuA5MaKucO1flE"},"pf2e":{"itemGrants":{"generalTraining":{"id":"xrnewbjap5z7hebq"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"General Training","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.</p>\n<p><strong>Special</strong> You can select this feat multiple times, choosing a different feat each time.</p>"},"level":{"value":1},"location":"ancestry-5","maxTakable":null,"prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"generalTraining","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.AmP0qu7c5dlBSath"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.generalTraining}"}],"slug":"general-training","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xrnewbjap5z7hebq","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AmP0qu7c5dlBSath"},"pf2e":{"grantedBy":{"id":"ajislv3dnu0xgm8x"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Toughness","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"hp","value":"@actor.level"},{"key":"ActiveEffectLike","mode":"downgrade","path":"system.attributes.dying.recoveryDC","value":9}],"slug":"toughness","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"LT62IyqrX9WVcxP2","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.c85a69mB1urW2Se2"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Continual Recovery","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You zealously monitor a patient's progress to administer treatment faster. When you @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.</p>"},"level":{"value":2},"location":"skill-2","prerequisites":{"value":[{"value":"expert in Medicine"}]},"rules":[],"slug":"continual-recovery","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"LzQCUfXM0YrUjUpi","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.MjQyTcV8Jiv1Jtln"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Recognize Spell","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"skill","description":{"value":"<p><strong>Trigger</strong> A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.</p>\n<hr />\n<p>If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest level of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary.</p>\n<p>The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure.</p>\n<hr />\n<p><strong>Critical Success</strong> You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.</p>\n<p><strong>Success</strong> You correctly recognize the spell.</p>\n<p><strong>Failure</strong> You fail to recognize the spell.</p>\n<p><strong>Critical Failure</strong> You misidentify the spell as another spell entirely, of the GM's choice.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Arcana, Nature, Occultism or Religion"}]},"rules":[{"key":"FlatModifier","label":"Critical success on Recognize Spell","predicate":["action:recognize-spell","critical-success"],"selector":"saving-throw","type":"circumstance","value":1},{"key":"FlatModifier","label":"Critical success on Recognize Spell","predicate":["action:recognize-spell","critical-success"],"selector":"ac","type":"circumstance","value":1}],"slug":"recognize-spell","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill","secret"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"x3ZB2AE8aKZxz5TR","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.fAlzXtQAASaJx0mY"}},"img":"systems/pf2e/icons/spells/life-boost.webp","name":"Life Boost","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You temporarily bolster the target's vitality. The target gains fast healing equal to double the spell's level.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.NQZ88IoKeMBsfjp7]</p>"},"duration":{"value":"4 rounds"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"XWb4SyIQPjoWZ7Kq"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"life-boost","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["healing","witch","hex"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"jGLC8orWJ43Ehiz3","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.izcxFQFwf3woCnFs"}},"img":"systems/pf2e/icons/spells/guidance.webp","name":"Guidance","sort":550000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3qHKBDF7lrHw8jFK]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3LyOkV25p7wA181H]</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"guidance","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"custom":"","value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"cXMXwyZ7gAVlL8hB","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.6ZIKB0151LUR19Rw"}},"img":"systems/pf2e/icons/spells/ill-omen.webp","name":"Ill Omen","sort":600000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The target is struck with misfortune, which throws them off balance. The target must attempt a Will save.</p>\n<hr />\n<p><strong>Success</strong> The target is unaffected.</p>\n<p><strong>Failure</strong> The first time during the duration that target rolls an attack roll or skill check, it must roll twice and take the worse result.</p>\n<p><strong>Critical Failure</strong> Every time during the duration that the target rolls an attack roll or skill check, it must roll twice and take the worse result.</p>"},"duration":{"value":"1 round"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ill-omen","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["occult"]},"traits":{"rarity":"common","value":["curse","misfortune"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"YdgPd4OLOnpZy9f5","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.yHujiDQPdtXW797e"}},"img":"systems/pf2e/icons/spells/spirit-link.webp","name":"Spirit Link","sort":800000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.</p>\n<p>This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The number of Hit Points transferred each time increases by 2.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"spirit-link","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["healing"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"IWZn3YPJPJ1KrWDA","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.k34hDOfIIMAxNL4a"}},"img":"systems/pf2e/icons/spells/grim-tendrils.webp","name":"Grim Tendrils","sort":500000,"system":{"ability":{"value":""},"area":{"type":"line","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"negative"},"value":"2d4"}}},"description":{"value":"<p>Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and [[/r 1[bleed]]] damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.</p>\n<hr /><strong>Critical Success</strong> The creature is unaffected.\n<p><strong>Success</strong> The creature takes half the negative damage and no persistent bleed damage.</p>\n<p><strong>Failure</strong> The creature takes full damage.</p>\n<p><strong>Critical Failure</strong> The creature takes double negative damage and double persistent bleed damage.</p>\n<hr /><strong>Heightened (+1)</strong> The negative damage increases by 2d4, and the persistent bleed damage increases by 1."},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"grim-tendrils","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["negative"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"t9z4ChzntBMxKtlq","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.cB17yFc9456Pyfec"}},"img":"systems/pf2e/icons/spells/vomit-swarm.webp","name":"Vomit Swarm","sort":0,"system":{"ability":{"value":""},"area":{"type":"cone","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"piercing"},"value":"2d8"}}},"description":{"value":"<p>You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing [[/r 2d8[piercing]]] damage (basic Reflex save). A creature that fails its saving throw also becomes @UUID[Compendium.pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened 1}. Once the spell ends, the swarm disappears.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> Increase the damage by [[/r 1d8[piercing]]].</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":2},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":false},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"vomit-swarm","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"GYO488QIuM1QTyDF","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.K2WpC3FFoHrqX9Q5"}},"img":"systems/pf2e/icons/spells/hypnotic-pattern.webp","name":"Hypnotic Pattern","sort":200000,"system":{"ability":{"value":""},"area":{"type":"burst","value":10},"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern. A creature currently @UUID[Compendium.pf2e.conditionitems.AdPVz7rbaVSRxHFg] by the pattern doesn't attempt new saves.</p>\n<hr />\n<p><strong>Success</strong> The target is unaffected.</p>\n<p><strong>Failure</strong> The target is Fascinated by the pattern.</p>\n<p><strong>Critical Failure</strong> The target is Fascinated by the pattern. While it remains Fascinated, it can't use reactions.</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"hypnotic-pattern","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"GfZTYeqI2qCU1sGy","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.N1Z1oLPdBxaSgrEE"}},"img":"systems/pf2e/icons/spells/vampiric-touch.webp","name":"Vampiric Touch","sort":600000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"negative"},"value":"6d6"}}},"description":{"value":"<p>Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":3},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"vampiric-touch","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 living creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["death","negative"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"fRly3i2wOCA9Eh8M","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rerNA6YZsdxuJYt3"}},"img":"systems/pf2e/icons/spells/deja-vu.webp","name":"Déjà Vu","sort":300000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn.</p>\n<p>If the target can't repeat an action, such as @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz]{Casting a Spell} that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]{Stupefied 1} until the end of its turn.</p>"},"duration":{"value":"2 rounds"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":false},"primarycheck":{"value":""},"range":{"value":"100 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"déjà-vu","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["incapacitation","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"H4LwaufYIFqbBlTX","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.IihxWhRfpsBgQ5jS"}},"img":"systems/pf2e/icons/spells/enthrall.webp","name":"Enthrall","sort":100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.</p>\n<p>Each creature that comes within range has to attempt a save when you Sustain the Spell. If you're speaking, enthrall gains the linguistic trait.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected and notices that you tried to use magic.</p>\n<p><strong>Success</strong> The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled).</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.AdPVz7rbaVSRxHFg] with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer Fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately.</p>\n<p><strong>Critical Failure</strong> As failure, but the target can't attempt a save to end the fascination if it disagrees with you.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"enthrall","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"all creatures in range"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["auditory","emotion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"bWKj2qfZm2cKmCE1","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB"}},"img":"systems/pf2e/icons/spells/invisibility.webp","name":"Invisibility","sort":-100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Cloaked in illusion, the target becomes @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML]. This makes it @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] to all creatures, though the creatures can attempt to find the target, making it @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"invisibility","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"MxpusIrx4BxTwGbz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.j8vIoIEWElvpwkcI"}},"img":"systems/pf2e/icons/spells/mirror-image.webp","name":"Mirror Image","sort":-50000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6).</p>\n<p>Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image 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 one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mirror-image","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"kmjcFfHbtjEpPnPh","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.1xbFBQDRs0hT5xZ9"}},"img":"systems/pf2e/icons/spells/shatter.webp","name":"Shatter","sort":-25000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"sonic"},"value":"2d10"}}},"description":{"value":"<p>A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic damage to the object, ignoring the object's Hardness if it is 4 or lower.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d10, and the Hardness the spell ignores increases by 2.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d10"},"interval":1,"type":"interval"},"level":{"value":2},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shatter","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 unattended object"},"time":{"value":"2"},"traditions":{"value":["occult","primal"]},"traits":{"rarity":"common","value":["sonic"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"hI6O2YfqTJNECCv9","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WsUwpfmhKrKwoIe3"}},"img":"systems/pf2e/icons/spells/slow.webp","name":"Slow","sort":500000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You dilate the flow of time around the target, slowing its actions.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 1} for 1 round.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 1} for 1 minute.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 2} for 1 minute.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> You can target up to 10 creatures.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"slow","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"r13WduBHOOwugVCa","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.mrDi3v933gsmnw25"}},"img":"systems/pf2e/icons/spells/telekinetic-maneuver.webp","name":"Telekinetic Maneuver","sort":-12500,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Shove, or Trip the target using a spell attack roll instead of an Athletics check.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"telekinetic-maneuver","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["attack","force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"KrJAXSK4wsqxZ2Fu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zPhqmCvWyHO8i9ws"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/pendant-of-the-occult.webp","name":"Pendant of the Occult","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the <em>@UUID[Compendium.pf2e.spells-srd.izcxFQFwf3woCnFs]</em> cantrip as an occult innate spell.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":60}},"quantity":1,"rules":[{"key":"FlatModifier","selector":"occultism","type":"item","value":1}],"size":"med","slug":"pendant-of-the-occult","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["divination","invested","occult"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"3MAXMfjWaukfTd1g","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.m4FOYkzuqNjU0ETq"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Eldritch Nails","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your nails are supernaturally long and sharp.</p>\n<p>You gain a nails unarmed attack that deals [[/r 1d6[slashing]]] damage. Your nails are in the brawling group and have the agile and unarmed traits. You can etch your nails with runes with the same cost and restrictions as for etching runes onto @UUID[Compendium.pf2e.equipment-srd.FNDq4NFSN0g2HKWO]; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks.</p>\n<p>You can deliver hexes through your nails. When you successfully cast a non-cantrip hex that requires 2 actions or more to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a nails Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[{"category":"unarmed","damage":{"base":{"damageType":"slashing","dice":1,"die":"d6"}},"group":"brawling","key":"Strike","label":"Nails","range":null,"traits":["agile","unarmed"]},{"key":"WeaponPotency","label":"Etched potency rune","selector":"{item|_id}-attack","value":1},{"key":"Striking","label":"Etched striking rune","selector":"{item|_id}-damage","value":1}],"slug":"eldritch-nails","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"YJt9DukUg9jTwm1C","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"dex","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"int","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"iQsVRAHElfEXmezM","flags":{"core":{"sourceId":"Compendium.pf2e.classes.bYDXk9HUMKOuym9h"}},"img":"systems/pf2e/icons/classes/witch.webp","name":"Witch","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":"<p><em>You command powerful magic, not through study or devotion to any ideal, but as a vessel or agent for a mysterious, otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, a manifestation of natural energies, an ancient spirit, or any other mighty supernatural being-but its nature is likely as much a mystery to you as it is to anyone else. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you're never certain if these gifts will end up serving your patron's larger plan.</em></p>\n<p><strong>Key Ability: INTELLIGENCE</strong></p>\n<p>At 1st level, your class gives you an ability boost to Intelligence.</p>\n<p><strong>Hit Points: 6 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1 class=\"title\">Roleplaying the Witch</h1>\n<h2 class=\"title\">During Combat Encounters...</h2>\n<p>You cast spells to change the course of battle. You use magical hexes to hamper enemies and aid allies, while leveraging more powerful spells to control the battlefield, heal, or harm, aided by your extraordinary familiar, brewed potions, and magical items.</p>\n<h2 class=\"title\">During Social Encounters...</h2>\n<p>You provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your patron's magic to charm or deceive others.</p>\n<h2 class=\"title\">While Exploring...</h2>\n<p>You remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way. Your familiar might aid you through its own considerable set of exceptional abilities.</p>\n<h2 class=\"title\">In Downtime...</h2>\n<p>You brew potions, craft other magical items, or hunt for new spells for your familiar to learn. You might try to learn more about your patron, their aims, or your own powers, and you might seek out the company of other witches for collaboration or community.</p>\n<h2 class=\"title\">You Might...</h2>\n<ul>\n<li>Strive to learn more about your patron or familiar, your patron's goals, why they chose to empower you, and how you fit into their plans.</li>\n<li>Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides.</li>\n<li>View your familiar as a steadfast ally, a dear friend, or a necessary nuisance, depending on its personality.</li>\n</ul>\n<h2 class=\"title\">Others Probably...</h2>\n<ul>\n<li>Wonder about the nature of your patron and the source of your magic, worrying you'll turn on them or that you unknowingly serve to a foul power.</li>\n<li>Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.</li>\n<li>Take care not to offend you, fearful that you'll place a malicious hex on them if you're angered.</li>\n</ul>\n<h1 class=\"title\">Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2 class=\"title\">Perception</h2>\n<p>Trained in Perception</p>\n<h2 class=\"title\">Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2 class=\"title\">Skills</h2>\n<p>Trained in one skill determined by your patron</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2 class=\"title\">Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2 class=\"title\">Defenses</h2>\n<p>Untrained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2 class=\"title\">Spells</h2>\n<p>Trained in spell attack rolls of your spellcasting tradition, determined by your patron</p>\n<p>Trained in spell DCs of your spellcasting tradition, determined by your patron</p>\n<h1 class=\"title\">Class Features</h1>\n<p>You gain these features as a Witch. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, patron, familiar, witch spellcasting, hexes</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Skill feat, witch feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Skill feat, witch feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, magical fortitude, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Familiar ability, skill feat, witch feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Skill feat, witch feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, skill feat, witch feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, alertness, general feat, skill increase, weapon expertise</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Familiar ability, skill feat, witch feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Skill feat, witch feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Skill feat, witch feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Familiar ability, skill feat, witch feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, legendary spellcaster, patron's gift, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, skill feat, witch feat</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2 class=\"title\">Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2 class=\"title\">Patron</h2>\n<p>You weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.</p>\n<p>A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are-certain combinations of themes and lessons suggest particular patrons or agendas-but patrons empower witches for their own secretive reasons, which they rarely reveal in full.</p>\n<p>At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar.</p>\n<h2 class=\"title\">Familiar</h2>\n<p>Your patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the basic rules for familiars, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.</p>\n<p>Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting (see below). Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.</p>\n<p>Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.</p>\n<p>Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the @UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW] exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.</p>\n<p>If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.</p>\n<h2 class=\"title\">Witch Spellcasting</h2>\n<p>Using your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2-7: Witch Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.</p>\n<h3 class=\"title\"><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3 class=\"title\"><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a witch. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* The patron conduit class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Hexes</h2>\n<p>Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.</p>\n<p>Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the @UUID[Compendium.pf2e.actionspf2e.OSefkMgojBLqmRDh] activity to commune with your familiar.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>You learn the <em>@UUID[Compendium.pf2e.spells-srd.rMOI8JFJ0nT2mrCF]</em> hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.</p>\n<p><strong>Hex Cantrips</strong></p>\n<p>Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.</p>\n<h2 class=\"title\">Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2 class=\"title\">Witch Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level, you gain a witch class feat.</p>\n<h2 class=\"title\">General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2 class=\"title\">Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2 class=\"title\">Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2 class=\"title\">Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2 class=\"title\">Magical Fortitude<span style=\"float:right\">Level 5</span></h2>\n<p>Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2 class=\"title\">Expert Spellcaster<span style=\"float:right\">Level 7</span></h2>\n<p>Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for your witch spellcasting increase to expert.</p>\n<h2 class=\"title\">Lightning Reflexes<span style=\"float:right\">Level 9</span></h2>\n<p>Your reflexes are lightning fast, helping you to avoid danger. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2 class=\"title\">Alertness<span style=\"float:right\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2 class=\"title\">Weapon Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.</p>\n<h2 class=\"title\">Defensive Robes<span style=\"float:right\">Level 13</span></h2>\n<p>The flow of magic through your spellcasting and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.</p>\n<h2 class=\"title\">Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You can inflict greater injuries with the weapons you know. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.</p>\n<h2 class=\"title\">Master Spellcaster<span style=\"float:right\">Level 15</span></h2>\n<p>You've achieved mastery over your patron's magic. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to master.</p>\n<h2 class=\"title\">Resolve<span style=\"float:right\">Level 17</span></h2>\n<p>Communion with your familiar has steeled your mental fortitude. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2 class=\"title\">Legendary Spellcaster<span style=\"float:right\">Level 19</span></h2>\n<p>You've perfected your command of the magic your patron provides. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to legendary.</p>\n<h2 class=\"title\">Patron's Gift<span style=\"float:right\">Level 19</span></h2>\n<p>Your patron grants you the power to command incredible works of magic. You gain a single 10th-level spell slot and can prepare a spell in that slot using witch spellcasting. Unlike with other spell slots, these spell slots can't be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You don't gain more 10th-level spells as you level up, though you can take the @UUID[Compendium.pf2e.feats-srd.SelPslNtTfzxp7fs] feat to gain a second slot.</p>\n<h2 class=\"title\">Patron Themes</h2>\n<p>Each patron has a theme, regardless of their nature or identity. This theme describes the forces over which the patron grants a witch influence. Some patrons are multifaceted, granting different themes and teaching different lessons to different witches. Your patron's theme determines the following.</p>\n<ul>\n<li><strong>Spell List</strong> You use this magical tradition and spell list.</li>\n<li><strong>Patron Skill</strong> You become trained in the listed skill.</li>\n<li><strong>Hex Cantrip</strong> You gain this special hex cantrip.</li>\n<li><strong>Granted Spell</strong> Your familiar automatically learns the spell listed here, in addition to those you gain through witch spellcasting.</li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.VVMMJdIWL7fAsQf3]</strong></p>\n<p>Baba Yaga teaches you how to transfer spirits into objects and freeze your foes. A witch with Baba Yaga as their patron can choose an inanimate object as a familiar. If they do, they still can gain master abilities and some familiar abilities that don't require movement. The object familiar has no Speeds and must select a Speed familiar ability before it can move, coming to life in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day.</p>\n<ul>\n<li><strong>Spell List</strong> occult</li>\n<li><strong>Patron Skill</strong> Occultism</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.yp4w9SG4RuqRM8KD]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.8TQiFzGf4feoHeH0]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.NAXRmMjj0gcyD7ie]</strong></p>\n<p>Foiling foes and undermining those who stand in your way are the tools of the curse patrons.</p>\n<ul>\n<li><strong>Spell List</strong> occult</li>\n<li><strong>Patron Skill</strong> Occultism</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.f45JpY7Ph2cAJGW2]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.J7Y7tl0bbdz7TcCc]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.qMZiTugiLCEmkg8h]</strong></p>\n<p>Through your patron, you gain glimpses of the future and insight into the ever-woven tapestry of time.</p>\n<ul>\n<li><strong>Spell List</strong> occult</li>\n<li><strong>Patron Skill</strong> Occultism</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.G0T1xv1FoZ23Jxvt]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.4IfYHrQMosJNM8hv]</strong></p>\n<p>Your patron represents a grand ideal or goal, granting you magic to further their mission and bring others to the cause.</p>\n<ul>\n<li><strong>Spell List</strong> divine</li>\n<li><strong>Patron Skill</strong> Religion</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.GeUbPvwdZ4B4l0up]</em></li>\n<li><strong>Granted Spell</strong> <em>Compendium[pf2e.spells-srd.Command]{Command}</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.XFTWJO6txmLNRLae]</strong></p>\n<p>Your patron speaks from the shadows, granting you power over darkness and dreams.</p>\n<ul>\n<li><strong>Spell List</strong> occult</li>\n<li><strong>Patron Skill</strong> Occultism</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.cE7PRAX8Up7fmYef]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.o4lRVTwSxnOOn5vl]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.ejmSQOJR5lJv1pzh]</strong></p>\n<p>Your patron is one of sigils and symbols, tomes and texts, words and wisdom.</p>\n<ul>\n<li><strong>Spell List</strong> arcane</li>\n<li><strong>Patron Skill</strong> Arcana</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.UmXhuKrYZR3W16mQ]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.TFitdEOpQC4SzKQQ]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.x2gzQMPvLwHWDdAC]</strong></p>\n<p>The wild places of the world feel the touch of your patron.</p>\n<ul>\n<li><strong>Spell List</strong> primal</li>\n<li><strong>Patron Skill</strong> Nature</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.GdN5YQE47gd79k7X]</em></li>\n<li><strong>Granted Spell</strong> your choice of <em>@UUID[Compendium.pf2e.spells-srd.4YnON9JHYqtLzccu]</em> or <em>@UUID[Compendium.pf2e.spells-srd.jSRAyd57kd4WZ4yE]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.qf12ubZ07Q0z0NcN]</strong></p>\n<p>Your patron reflects the frozen reaches of the world, bitterly cruel to those who underestimate that power.</p>\n<ul>\n<li><strong>Spell List</strong> primal</li>\n<li><strong>Patron Skill</strong> Nature</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.MraZBLJ4Be3ogmWL]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.g8QqHpv2CWDwmIm1]</em></li>\n</ul>\n<h2 class=\"title\">Witch Lessons</h2>\n<p>A witch's knowledge from their patron comes in the form of lessons, which you can learn by selecting feats like Basic Lesson. Each lesson grants you a hex and teaches your familiar a new spell, adding it to the spells you can prepare using your witch spellcasting. You gain this spell even if it's not on your tradition's spell list.</p>\n<p><strong>BASIC LESSONS</strong></p>\n<p>You can select from these lessons when a feat or another effect grants you a basic lesson.</p>\n<ul>\n<li><span style=\"text-decoration:underline\">Lesson of Dreams</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.NNoKWiWKqJkdD2ln]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.o4lRVTwSxnOOn5vl]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of the Elements</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.f9uqHnNBMU0774SF]</em> hex. Your familiar learns your choice of <em>@UUID[Compendium.pf2e.spells-srd.y6rAdMK6EFlV6U0t]</em>, <em>@UUID[Compendium.pf2e.spells-srd.W69zswpj0Trdy5rj]</em>, <em>@UUID[Compendium.pf2e.spells-srd.jfVCuOpzC6mUrf6f]</em>, or <em>@UUID[Compendium.pf2e.spells-srd.Rn2LkoSq1XhLsODV]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Life</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.fAlzXtQAASaJx0mY]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.yHujiDQPdtXW797e]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Protection</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.dFejDNEmVj3CwYLL]</em> hex; your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.aAbfKn8maGjJjk2W]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Vengeance</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.aEitTTb9PnOyidRf]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.R8bqnYiThB6MYTxD]</em>.</li>\n</ul>\n<p><strong>GREATER LESSONS</strong></p>\n<p>You can select from these lessons when a feat or other effect grants you a greater lesson.</p>\n<ul>\n<li><span style=\"text-decoration:underline\">Lesson of Mischief</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.FrKPwgFxWIGMGgs4]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.tFKJCPvOQZxKq6ON]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Shadow</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.vhMCd15ZwNJn0zen]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.sRfSBHWHdbIa0aGc]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Snow</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.g4MAIQodRDVfNp1B]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.it4ZsAi6XgvGcodc]</em>.</li>\n</ul>\n<p><strong>MAJOR LESSONS</strong></p>\n<p>You can select from these lessons when a feat or other effect grants you a major lesson.</p>\n<ul>\n<li><span style=\"text-decoration:underline\">Lesson of Death</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.nQS4vPm5zprqkzFZ]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.IkGYwHRLhkuoGReG]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Renewal</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.pCvJ4yoZJxDtgUMI]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.x5rGOmhDRDVQPrnW]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of the Frozen Queen</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.ZyREiMaul0VhDYh3]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.R5FHRv7VqyRnxg2t]</em>.</li>\n</ul>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":6,"items":{"1ddf6":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":9,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"568ec":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":11,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"58uhg":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"},"5a5an":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"ac5cq":{"img":"systems/pf2e/icons/features/classes/defensive-robes.webp","level":13,"name":"Defensive Robes","uuid":"Compendium.pf2e.classfeatures.gU7epgcPSm0TD1UK"},"dmo5u":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"jj4q5":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":17,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"q4i1v":{"img":"systems/pf2e/icons/features/classes/witch-spellcasting.webp","level":1,"name":"Witch Spellcasting","uuid":"Compendium.pf2e.classfeatures.zT6QiTMxxj8JYoN9"},"qo3f2":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"rmucq":{"img":"systems/pf2e/icons/features/classes/familiar.webp","level":1,"name":"Familiar (Witch)","uuid":"Compendium.pf2e.classfeatures.yksPhweBZYVCsE1A"},"sbys9":{"img":"systems/pf2e/icons/features/classes/hexes.webp","level":1,"name":"Hexes","uuid":"Compendium.pf2e.classfeatures.9uLh5z2uPo6LDFRY"},"tasue":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Patron","uuid":"Compendium.pf2e.classfeatures.KPtF29AaeX2sJW0K"},"vkt9a":{"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","level":5,"name":"Magical Fortitude","uuid":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"},"vq6ja":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"x762n":{"img":"systems/pf2e/icons/features/classes/patrons-gift.webp","level":19,"name":"Patron's Gift","uuid":"Compendium.pf2e.classfeatures.cDnFXfl3i5Z2l7JP"}},"keyAbility":{"value":["int"]},"perception":1,"rules":[],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"witch","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedSkills":{"additional":3,"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"cHrhGzhiUr2o1GGz","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.KPtF29AaeX2sJW0K"},"pf2e":{"itemGrants":{"cursePatron":{"id":"wJiwOaFbJhzNusjk","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Patron","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.</p>\n<p>A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures workingin tandem. As you gain more of your patron's power, you might learn more about who or what they are-certain combinations of themes and lessons suggest particular patrons or agendas-but patrons empower witches for their own secretive reasons, which they rarely reveal in full.</p>\n<p>At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar.</p>"},"level":{"value":1},"location":"iQsVRAHElfEXmezM","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.{actor|system.proficiencies.aliases.witch}.rank","predicate":["class:witch"],"value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}},{"adjustName":false,"allowedDrops":{"label":"level 1 Witch feature","predicate":["item:trait:witch","item:level:1"]},"choices":[{"value":"Compendium.pf2e.classfeatures.VVMMJdIWL7fAsQf3"},{"value":"Compendium.pf2e.classfeatures.NAXRmMjj0gcyD7ie"},{"value":"Compendium.pf2e.classfeatures.qMZiTugiLCEmkg8h"},{"value":"Compendium.pf2e.classfeatures.4IfYHrQMosJNM8hv"},{"value":"Compendium.pf2e.classfeatures.XFTWJO6txmLNRLae"},{"value":"Compendium.pf2e.classfeatures.ejmSQOJR5lJv1pzh"},{"value":"Compendium.pf2e.classfeatures.x2gzQMPvLwHWDdAC"},{"value":"Compendium.pf2e.classfeatures.qf12ubZ07Q0z0NcN"},{"value":"Compendium.pf2e.classfeatures.zy0toWeGIeQstbT4"},{"value":"Compendium.pf2e.classfeatures.IuQ7wMznDwvBnmXX"}],"flag":"patron","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Witch.Patron.Prompt","selection":"Compendium.pf2e.classfeatures.NAXRmMjj0gcyD7ie"},{"flag":"cursePatron","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.patron}"}],"slug":"patron","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"iQDO6pPv1RpEHWwm","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.yksPhweBZYVCsE1A"}},"img":"systems/pf2e/icons/features/classes/familiar.webp","name":"Familiar (Witch)","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the normal familiar rules, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.</p>\n<p>Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting (see below). Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.</p>\n<p>Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.</p>\n<p>Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the @UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW] exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.</p>\n<p>If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.</p>"},"level":{"value":1},"location":"iQsVRAHElfEXmezM","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.familiarAbilities.value","priority":9,"value":2},{"key":"ActiveEffectLike","mode":"add","path":"system.attributes.familiarAbilities.value","value":{"brackets":[{"end":5,"value":1},{"end":11,"start":6,"value":2},{"end":17,"start":12,"value":3},{"start":18,"value":4}]}}],"slug":"familiar-witch","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"APgblGbWvYRYie2W","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.9uLh5z2uPo6LDFRY"}},"img":"systems/pf2e/icons/features/classes/hexes.webp","name":"Hexes","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.</p>\n<p>Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>You learn the <em>@UUID[Compendium.pf2e.spells-srd.rMOI8JFJ0nT2mrCF]</em> hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.</p>\n<h3>Hex Cantrips</h3>\n<p>Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.</p>"},"level":{"value":1},"location":"iQsVRAHElfEXmezM","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":10,"value":1}],"slug":"hexes","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"88oHjTZF3He7o8Ni","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.zT6QiTMxxj8JYoN9"},"pf2e":{"itemGrants":{"castASpell":{"id":"3iVOPXaDzdoexoGV","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/witch-spellcasting.webp","name":"Witch Spellcasting","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Using your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.</p>\n<h3>Heightening Spells</h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3>Cantrips</h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a witch. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.</p>"},"level":{"value":1},"location":"iQsVRAHElfEXmezM","prerequisites":{"value":[]},"rules":[{"flag":"castASpell","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"}],"slug":"witch-spellcasting","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"WLpX5xiTDNajMMuT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"}},"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","name":"Magical Fortitude","sort":2000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p><strong>Oracle, Sorcerer, Wizard</strong> Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<hr />\n<p><strong>Witch</strong> Your patron's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>"},"level":{"value":5},"location":"iQsVRAHElfEXmezM","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.fortitude.rank","value":2}],"slug":"magical-fortitude","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wJiwOaFbJhzNusjk","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.NAXRmMjj0gcyD7ie"},"pf2e":{"grantedBy":{"id":"cHrhGzhiUr2o1GGz","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/curse-patron.webp","name":"Curse Patron","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Foiling foes and undermining those who stand in your way are the tools of the curse patrons.</p>\n<p><strong>Spell List</strong> occult</p>\n<p><strong>Patron Skill</strong> Occultism</p>\n<p><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.f45JpY7Ph2cAJGW2]</em></p>\n<p><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.J7Y7tl0bbdz7TcCc]</em></p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.occ.rank","value":1},{"key":"ActiveEffectLike","mode":"override","path":"system.proficiencies.aliases.witch","priority":39,"value":"occult"}],"slug":"curse-patron","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"3iVOPXaDzdoexoGV","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"},"pf2e":{"grantedBy":{"id":"88oHjTZF3He7o8Ni","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Cast a Spell","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":null,"description":{"value":"<p>You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.</p>\n<p>Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, \"[reaction] verbal.\"</p>\n<p><strong>Long Casting</strong> Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted.</p>\n<p><strong>Spell Components</strong> Each spell lists the spell components required to cast it after the action icons or text, such as \"[three-actions] material, somatic, verbal.\" The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.</p>\n<ul>\n<li>Material (manipulate)</li>\n<li>Somatic (manipulate)</li>\n<li>Verbal (concentrate)</li>\n<li>Focus (manipulate)</li>\n</ul>\n<p><strong>Disrupted and Lost Spells</strong> Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg] action, the spell immediately ends.</p>"},"requirements":{"value":""},"rules":[],"slug":"cast-a-spell","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"K2hQfqWleaw7vKB3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"quantity":1,"rules":[],"size":"med","slug":"healers-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"MIVh0F4MJX59I6cd","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"xSGqw2Kbg0Pv8suP","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"OBn8RemBAoAuaXuJ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.RjuupS9xyXDLgyIr"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Pet Cache (Level 1)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"scroll"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.F1nlmqOIucch3Cmt]</em></p><hr /><p>Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.</p>\n<p>To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one 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).</p>\n<p>Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":4}},"quantity":1,"rules":[],"size":"med","slug":"scroll-of-1st-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.F1nlmqOIucch3Cmt"}},"img":"systems/pf2e/icons/spells/pet-cache.webp","name":"Pet Cache","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.</p>\n<p>You can @UUID[Compendium.pf2e.actionspf2e.AjLSHZSWQ90exdLo] the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).</p>"},"duration":{"value":"8 hours"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":""},"materials":{"value":""},"prepared":{"value":false},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"pet-cache","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 willing creature that is your animal companion or familiar"},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["extradimensional"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","arcane","divine","occult","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"bzm2x1UjOeDj56u1","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR"}},"img":"systems/pf2e/icons/spells/shield.webp","name":"Shield","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.</p>\n<p>While the spell is in effect, you can use the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em> spell.</p>\n<p>Heightening the spell increases the shield's Hardness.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Jemq5UknGdMO7b73]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.QF6RDlCoTvkVHRo4]</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The shield has Hardness 10.</p>\n<p><strong>Heightened (5th)</strong> The shield has Hardness 15.</p>\n<p><strong>Heightened (7th)</strong> The shield has Hardness 20.</p>\n<p><strong>Heightened (9th)</strong> The shield has Hardness 25.</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shield","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"J4iPNq0g2S7KsEy9","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.szIyEsvihc5e1w8n"}},"img":"systems/pf2e/icons/spells/soothe.webp","name":"Soothe","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":""},"value":"1d10+4"}}},"description":{"value":"<p>You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.nkk4O5fyzrC0057i]</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing increases by 1d10+4.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d10+4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"soothe","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["occult"]},"traits":{"rarity":"common","value":["emotion","healing","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"yaT6cSihuJntAulg","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.wsq8nncD25Q1fRn2"},"pf2e":{"itemGrants":{"lessonOfLife":{"id":"nh2Gx3QxMbqeQNwD","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Basic Lesson","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a Basic Lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1},{"adjustName":false,"allowedDrops":{"predicate":["item:level:2","item:trait:witch","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.PLMmDXJCDdMS0V5C"},{"value":"Compendium.pf2e.classfeatures.evKUM58ymuuypRn9"},{"value":"Compendium.pf2e.classfeatures.HbREpzudMXPscgCj"},{"value":"Compendium.pf2e.classfeatures.KHKe3PmctOFUeh85"},{"value":"Compendium.pf2e.classfeatures.FuOHRoEU8nHOXZnk"},{"value":"Compendium.pf2e.classfeatures.DtmKrCvsmutVLAhH"}],"flag":"lesson","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Lesson","selection":"Compendium.pf2e.classfeatures.HbREpzudMXPscgCj"},{"flag":"lessonOfLife","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.lesson}"}],"slug":"basic-lesson","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"nh2Gx3QxMbqeQNwD","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.HbREpzudMXPscgCj"},"pf2e":{"grantedBy":{"id":"yaT6cSihuJntAulg","onDelete":"cascade"}}},"img":"systems/pf2e/icons/spells/life-boost.webp","name":"Lesson of Life","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the <em>@UUID[Compendium.pf2e.spells-srd.fAlzXtQAASaJx0mY]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.yHujiDQPdtXW797e]</em>.</p>"},"level":{"value":2},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"lesson-of-life","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"YoK6l1nq3zm2spJ9","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.7ZinJNzxq0XF0oMx"}},"img":"systems/pf2e/icons/spells/bane.webp","name":"Bane","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":5},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You fill the minds of your enemies with doubt.</p>\n<p>Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area.</p>\n<p>Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw.</p>\n<p>Bane can counteract <em>@UUID[Compendium.pf2e.spells-srd.XSujb7EsSwKl19Uu]</em>.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.UTLp7omqsiC36bso]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":true},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"bane","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"enemies in the area"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"Pvras3nUz8wfSbCV","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.yV7Ouzaoe7DHLESI"}},"img":"systems/pf2e/icons/spells/ventriloquism.webp","name":"Ventriloquism","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.</p>\n<hr />\n<p><strong>Heightened (2nd)</strong> The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ventriloquism","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["auditory"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"fLkM1KUJ163eqZoy","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ZmefGBXGJF3CFDbn"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Familiar's Face (Level 3)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"scroll"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.9GkOWDFDEMuV3hJr]</em></p><hr /><p>Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.</p>\n<p>To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one 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).</p>\n<p>Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":1,"rules":[],"size":"med","slug":"scroll-of-3rd-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.9GkOWDFDEMuV3hJr"}},"img":"systems/pf2e/icons/spells/familiars-face.webp","name":"Familiar's Face","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. If you can cast a spell with the revelation trait that affects your senses, such as <em>@UUID[Compendium.pf2e.spells-srd.jwK43yKsHTkJQvQ9]</em>, while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use @UUID[Compendium.pf2e.actionspf2e.q9nbyIF0PEBqMtYe] on the target as part of @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg]{Sustaining this Spell}. You don't need line of sight or line of effect to your target when you @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz]{Cast this Spell}.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"heightenedLevel":3,"value":""},"materials":{"value":""},"prepared":{"value":false},"primarycheck":{"value":""},"range":{"value":"1 mile"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"familiars-face","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 willing creature that is your animal companion or familiar"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["scrying"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","arcane","divine","occult","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"vDduRvKv69ZYGXMT","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UJWiN0K3jqVjxvKk"}},"img":"systems/pf2e/icons/equipment/wands/magic-wands/magic-wand.webp","name":"Wand of Soothe (Level 1)","sort":0,"system":{"autoDestroy":{"value":false},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"wand"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.szIyEsvihc5e1w8n]</em></p><hr /><p>This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.</p>\n<p><strong>Activate</strong> Cast a Spell</p>\n<p><strong>Frequency</strong> once per day, plus overcharge</p>\n<hr />\n<p><strong>Effect</strong> You Cast the Spell at the indicated level.</p>\n<p><strong>Craft Requirements</strong> Supply a listed-level casting of the spell.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":60}},"quantity":1,"rules":[],"size":"med","slug":"magic-wand-1st-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.szIyEsvihc5e1w8n"}},"img":"systems/pf2e/icons/spells/soothe.webp","name":"Soothe","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":""},"value":"1d10+4"}}},"description":{"value":"<p>You grace the target's mind, boosting its mental defenses and healing its wounds. 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{"_id":"6Tl6BATf1u3VcT4c","img":"systems/pf2e/icons/iconics/FumbusFull.webp","items":[{"_id":"1l2npffcrfag31pe","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.j9v38iHA0sVy59SR"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Pathfinder Hopeful","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["con","int"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p><strong>Prerequisite</strong> Region - Absalom and Starstone Isle</p>\n<hr />\n<p>You've long wanted to join the adventurous Pathfinder Society. You have taken up the dangerous life of an adventurer in hopes of earning a spot among the Pathfinders.</p>\n<p>Choose two ability boosts. One must be to <strong>Constitution</strong> or <strong>Intelligence</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Society skill and the Pathfinder Society Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.BocFD2KV0qgUC76x] skill feat.</p>"},"items":{"jzu36":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Additional Lore","uuid":"Compendium.pf2e.feats-srd.BocFD2KV0qgUC76x"}},"rules":[],"slug":"pathfinder-hopeful","source":{"value":"Pathfinder Lost Omens: World Guide"},"trainedLore":"Pathfinder Society Lore","trainedSkills":{"value":["soc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"9qugo3tzok4ph9lw","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BocFD2KV0qgUC76x"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Additional Lore","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. 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Closing or opening the shutters takes an Interact action.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":7}},"quantity":1,"rules":[],"size":"med","slug":"lantern-hooded","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"DFZhICxxgcTH35nx","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Du05UxCyCM0ZWH8z"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/oil.webp","name":"Oil (1 pint)","sort":400000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"oil"},"consume":{"value":""},"containerId":"bA6HG8Q7l2mLBgOE","description":{"value":"<p>You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. 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It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"quantity":1,"rules":[],"size":"med","slug":"repair-kit","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"fI4NH5B0yKXZj03O","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.4tIVTg9wj56RrveA"}},"img":"systems/pf2e/icons/equipment/armor/leather-armor.webp","name":"Leather Armor","sort":0,"system":{"armor":{"value":1},"baseItem":"leather-armor","category":"light","check":{"value":-1},"containerId":null,"description":{"value":"<p>A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.</p>"},"dex":{"value":4},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"1"},"group":"leather","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"leather-armor","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":10},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"q1w5rQ60ZQUbroy3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.olwngGXM3hpgoLEP"}},"img":"systems/pf2e/icons/equipment/weapons/dogslicer.webp","name":"Dogslicer","sort":200000,"system":{"MAP":{"value":""},"baseItem":"dogslicer","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d6"},"description":{"value":"<p>This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It's a favored weapon of goblins.</p>"},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":1}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"dogslicer","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":null},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"uncommon","value":["agile","backstabber","finesse","goblin"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"CTymcwS6CUog1oNQ","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Cooking Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"r04Of4VlIAgT4JRV","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Pathfinder Society Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"MLzmVbxTSkClXOA6","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.OYjzfTeWU7RJBT7v"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Goblin Weapon Familiarity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the @UUID[Compendium.pf2e.equipment-srd.olwngGXM3hpgoLEP] and @UUID[Compendium.pf2e.equipment-srd.YnwEttFE1bJacLDh].</p>\n<p>In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-dogslicer.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-horsechopper.rank","value":1},{"definition":["item:trait:goblin","item:category:advanced"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.AdvancedGoblinWeapons","sameAs":"martial","slug":"advanced-goblin-weapons"},{"definition":["item:trait:goblin","item:category:martial"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialGoblinWeapons","sameAs":"simple","slug":"martial-goblin-weapons"}],"slug":"goblin-weapon-familiarity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["goblin"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"fg0UkvrLviMnAR0x","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.xbg1scOIT7RI9Fij"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Bomber","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You keep your bombs in easy-to-reach pouches from which you draw without thinking. You @UUID[Compendium.pf2e.actionspf2e.pvQ5rY2zrtPI614F] to draw a bomb, then Strike with it.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[],"slug":"quick-bomber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"c2n7vhp0xIsuMD0d","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BJHsCiBLdjgJo6zM"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Far Lobber","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[]},"rules":[{"definition":["item:base:alchemical-bomb"],"key":"AdjustStrike","mode":"upgrade","property":"range-increment","value":30}],"slug":"far-lobber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Vc5fpzMvdLHpixvP","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.aJUXbe9HJVvv0Mxa"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Breath Control","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"Breath control (vs. inhaled)","predicate":["inhaled"],"selector":"saving-throw","type":"circumstance","value":1},{"key":"Note","predicate":["inhaled"],"selector":"saving-throw","text":"If you roll a success on a saving throw against an inhaled threat, you get a critical success instead.","title":"{item|name}"}],"slug":"breath-control","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"DVzjoGVODGSINnN5","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.X2jGFfLU5qI5XVot"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Streetwise","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Society"}]},"rules":[],"slug":"streetwise","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"cjyuDezhX7ulNAqU","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.</p>"},"equipped":{"carryType":"worn","handsHeld":2,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"quantity":1,"rules":[],"size":"med","slug":"healers-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"S4F7e9dL1dCZ4grx","flags":{"core":{"sourceId":"Compendium.pf2e.classes.XwfcJuskrhI9GIjX"}},"img":"systems/pf2e/icons/classes/alchemist.webp","name":"Alchemist","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"Alchemical Bombs","rank":1},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>There's no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You're fascinated by uncovering the secrets of science and the natural world, and you're constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.</em></p>\n<p><strong>Key Ability: INTELLIGENCE</strong></p>\n<p>At 1st level, your class gives you an ability bonus to Intelligence</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Alchemist</h1>\n<h2>During Combat Encounters...</h2>\n<p>You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a resilient and powerful weapon.</p>\n<h2>During Social Encounters...</h2>\n<p>You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.</p>\n<h2>While Exploring...</h2>\n<p>You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.</p>\n<h2>In Downtime...</h2>\n<p>You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause.</li>\n<li>Get a kick out of wreaking havoc with the alchemical concoctions you've made, and enjoy watching things burn, dissolve, freeze, and jolt.</li>\n<li>Endlessly experiment to discover new, more potent alchemical tools.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Think you're some kind of sorcerer or an eccentric wizard and don't understand that you don't cast spells; spellcasters who clumsily dabble in alchemy only heighten this misconception.</li>\n<li>Don't understand your zeal for alchemy, creativity, and invention.</li>\n<li>Assume that if you haven't caused a catastrophe with your experimentations, you inevitably will.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Trained in Will</p>\n<h2>Skills</h2>\n<p>Trained in Crafting</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in alchemical bombs</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in medium armor</p>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in alchemist class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as an Alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, alchemy, formula book, research field, alchemist feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, field discovery, powerful alchemy, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Alchemical weapon expertise, general feat, iron will, perpetual infusions, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Alchemical expertise, alertness, ancestry feat, double brew, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, juggernaut, perpetual potency, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, greater field discovery, light armor expertise, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, alchemical alacrity, evasion, general feat, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Alchemical mastery, ancestry feat, perpetual perfection, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, light armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, alchemist feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Alchemist Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.</p>\n<h2>Alchemy</h2>\n<p>You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.</p>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.</p>\n<h3><strong>Infused Reagents</strong></h3>\n<p>You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.</p>\n<p>As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.</p>\n<h3><strong>Advanced Alchemy</strong></h3>\n<p>During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.</p>\n<h3><strong>Quick Alchemy</strong></h3>\n<p>If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.</p>\n<h3>@UUID[Compendium.pf2e.feats-srd.NlEZ0piDxg9buXCL]<span class=\"pf2-icon\">A</span></h3>\n<p><strong>Cost</strong> 1 batch of infused reagents</p>\n<p><strong>Requirements</strong> You have @UUID[Compendium.pf2e.equipment-srd.4ftXXUCBHcf4b0MH], the formula for the alchemical item you're creating, and a free hand.</p>\n<hr />\n<p>You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.</p>\n<h3><strong>Formula Book</strong></h3>\n<p>An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field.</p>\n<p>Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the @UUID[Compendium.pf2e.feats-srd.XR95taODq1sq82Du] feat.</p>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Research Field</h2>\n<p>Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.</p>\n<p>Your research field adds a number of formulas to your formulas book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you can create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.</p>\n<p>Research fields can be found here (@UUID[Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS], @UUID[Compendium.pf2e.classfeatures.eNZnx4LISDNftbx2], @UUID[Compendium.pf2e.classfeatures.tvdb1jkjl2bRZjSp] and @UUID[Compendium.pf2e.classfeatures.P9quO9XZi3OWFe1k]).</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Field Discovery<span style=\"float:right\">Level 5</span></h2>\n<p>You learn a special discovery depending on your field.</p>\n<p>See specific research fields for more information.</p>\n<h2>Powerful Alchemy<span style=\"float:right\">Level 5</span></h2>\n<p>Alchemical items you create on the fly are particularily potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.</p>\n<h2>Alchemical Weapon Expertise<span style=\"float:right\">Level 7</span></h2>\n<p>You've trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.</p>\n<h2>Iron Will<span style=\"float:right\">Level 7</span></h2>\n<p>Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.</p>\n<h2>Perpetual Infusions<span style=\"float:right\">Level 7</span></h2>\n<p>You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.</p>\n<p>See specific research fields for more information.</p>\n<h2>Alchemical Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.</p>\n<h2>Alertness<span style=\"float:right\">Level 9</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Double Brew<span style=\"float:right\">Level 9</span></h2>\n<p>You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 11</span></h2>\n<p>Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Perpetual Potency<span style=\"float:right\">Level 11</span></h2>\n<p>Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>See specific research fields for more information.</p>\n<h2>Greater Field Discovery<span style=\"float:right\">Level 13</span></h2>\n<p>You learn an incredible discovery that advances your understanding of your field.</p>\n<p>See specific research fields for more information.</p>\n<h2>Light Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Alchemical Alacrity<span style=\"float:right\">Level 15</span></h2>\n<p>Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.</p>\n<h2>Evasion<span style=\"float:right\">Level 15</span></h2>\n<p>You've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Alchemical Mastery<span style=\"float:right\">Level 17</span></h2>\n<p>Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.</p>\n<h2>Perpetual Perfection<span style=\"float:right\">Level 17</span></h2>\n<p>You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>See specific research fields for more information.</p>\n<h2>Light Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0btpz":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":7,"name":"(Choice) Perpetual Infusions","uuid":"Compendium.pf2e.classfeatures.ZqwHAoIZrI1dGoqK"},"0q0he":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Alchemist Armor Expertise (Level 13)","uuid":"Compendium.pf2e.classfeatures.bv3Qel8v9tpoFbw4"},"17vbv":{"img":"systems/pf2e/icons/features/classes/alchemical-alarity.webp","level":15,"name":"Alchemical Alacrity","uuid":"Compendium.pf2e.classfeatures.Eood6pNPaJxuSgD1"},"4bdrn":{"img":"systems/pf2e/icons/features/classes/alchemy.webp","level":1,"name":"Alchemy","uuid":"Compendium.pf2e.classfeatures.w3aS3tsvH2Ub6XMn"},"7rg3w":{"img":"systems/pf2e/icons/features/classes/light-armor-master.webp","level":19,"name":"Alchemist Armor Mastery","uuid":"Compendium.pf2e.classfeatures.FiVYuIPTBzPzNP4E"},"b3ohx":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Research Field","uuid":"Compendium.pf2e.classfeatures.cU2ofQLj7pg6wTSi"},"bdpgv":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":11,"name":"Perpetual Potency","uuid":"Compendium.pf2e.classfeatures.MGn2wezOr3VAdO3U"},"bm730":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":9,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"enfdl":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"f4a0p":{"img":"systems/pf2e/icons/features/classes/double-brew.webp","level":9,"name":"Double Brew","uuid":"Compendium.pf2e.classfeatures.76cwNLJEm4Yetnee"},"j5xnl":{"img":"systems/pf2e/icons/features/classes/alchemical-weapon-expertise.webp","level":7,"name":"Alchemical Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.4ocPy4O0OCLY0XCM"},"k4a5r":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":11,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"l170j":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":13,"name":"(Choice) Greater Field Discovery","uuid":"Compendium.pf2e.classfeatures.MEwvBnT2VsO5lQ6I"},"nmzo2":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":15,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"plldb":{"img":"systems/pf2e/icons/features/classes/alchemical-expertise.webp","level":9,"name":"Alchemical Expertise","uuid":"Compendium.pf2e.classfeatures.3e1PlMXmlSwKoc6d"},"t9bmz":{"img":"systems/pf2e/icons/features/classes/formula-book.webp","level":1,"name":"Formula Book","uuid":"Compendium.pf2e.classfeatures.XPPG7nN9pxt0sjMg"},"u9it3":{"img":"systems/pf2e/icons/features/classes/iron-will.webp","level":7,"name":"Iron Will","uuid":"Compendium.pf2e.classfeatures.wMyDcVNmA7xGK83S"},"xtjxi":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":17,"name":"Perpetual Perfection","uuid":"Compendium.pf2e.classfeatures.11nGqrSJOoGRlDjO"},"xzcdr":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":5,"name":"Field Discovery","uuid":"Compendium.pf2e.classfeatures.IxxPEahbqXwIXum7"},"yc9ak":{"img":"systems/pf2e/icons/features/classes/powerful-alchemy.webp","level":5,"name":"Powerful Alchemy","uuid":"Compendium.pf2e.classfeatures.7JK2a1D3VeWDcObo"},"yy1uz":{"img":"systems/pf2e/icons/features/classes/alchemical-mastery.webp","level":17,"name":"Alchemical Mastery","uuid":"Compendium.pf2e.classfeatures.eG7FBDjCdEFzW9V9"}},"keyAbility":{"value":["int"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-alchemical-bomb.rank","value":1}],"savingThrows":{"fortitude":2,"reflex":2,"will":1},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"alchemist","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":3,"value":["cra"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"pNx370PdOzqEJ3Yr","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.cU2ofQLj7pg6wTSi"},"pf2e":{"itemGrants":{"bomber":{"id":"V0u8TppGqxKb2E8m","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Research Field","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.</p>\n<p>Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.</p>"},"level":{"value":1},"location":"S4F7e9dL1dCZ4grx","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Alchemist class feature","predicate":["feature:trait:alchemist","feature:level:1"]},"choices":[{"value":"Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS"},{"value":"Compendium.pf2e.classfeatures.eNZnx4LISDNftbx2"},{"value":"Compendium.pf2e.classfeatures.tvdb1jkjl2bRZjSp"},{"value":"Compendium.pf2e.classfeatures.P9quO9XZi3OWFe1k"}],"flag":"researchField","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Alchemist.ResearchField.Prompt","selection":"Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS"},{"flag":"bomber","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.researchField}"}],"slug":"research-field","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"C1bF5pSuYXcDiusR","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.w3aS3tsvH2Ub6XMn"},"pf2e":{"itemGrants":{"advancedAlchemy":{"id":"SKUympfX68C6UELo","onDelete":"detach"},"alchemicalCrafting":{"id":"T4OB9uaoNI9YOh3Q","onDelete":"detach"},"infusedReagents":{"id":"j9KYRo3Aew6L96KB","onDelete":"detach"},"quickAlchemy":{"id":"2kLdIQxFZyaFUfAp","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/alchemy.webp","name":"Alchemy","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.</p>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.</p>"},"level":{"value":1},"location":"S4F7e9dL1dCZ4grx","prerequisites":{"value":[]},"rules":[{"flag":"alchemicalCrafting","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K"},{"flag":"infusedReagents","key":"GrantItem","uuid":"Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L"},{"flag":"advancedAlchemy","key":"GrantItem","uuid":"Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I"},{"flag":"quickAlchemy","key":"GrantItem","uuid":"Compendium.pf2e.classfeatures.sPtl05wwTpqFI0lL"}],"slug":"alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"35jCaYyZImuk64fi","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.XPPG7nN9pxt0sjMg"},"pf2e":{"itemGrants":{}}},"img":"systems/pf2e/icons/features/classes/formula-book.webp","name":"Formula Book","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>An alchemist keeps meticulous formulas for every item they can create. You start with a standard @UUID[Compendium.pf2e.equipment-srd.qCEOZ6109Yo34tRx] worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] and your research field.</p>\n<p>Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the @UUID[Compendium.pf2e.feats-srd.XR95taODq1sq82Du] feat.</p>"},"level":{"value":1},"location":"S4F7e9dL1dCZ4grx","prerequisites":{"value":[]},"rules":[{"flag":"formulaBookBlank","key":"GrantItem","uuid":"Compendium.pf2e.equipment-srd.qCEOZ6109Yo34tRx"}],"slug":"formula-book","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"V0u8TppGqxKb2E8m","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS"},"pf2e":{"grantedBy":{"id":"pNx370PdOzqEJ3Yr","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/bomber.webp","name":"Bomber","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You specialize in explosions and other violent alchemical reactions. You start with the formulas for two common 1st-level alchemical bombs, in addition to your other formulas.</p>\n<p>Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of @UUID[Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L] to create your signature items using @UUID[Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I], you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.</p>\n<p>When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.8QAFgy9U8PxEa7Dw]{Field Discovery}<span style=\"float:right\">Level 5</span></h2>\n<p>When using Advanced Alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.DFQDtT1Van4fFEHi]{Perpetual Infusions}<span style=\"float:right\">Level 7</span></h2>\n<p>You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using @UUID[Compendium.pf2e.classfeatures.sPtl05wwTpqFI0lL] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.</p>\n<p>Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.</p>\n<p>Choose two 1st-level bombs.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.8rEVg03QJ71ic3PP]{Perpetual Potency}<span style=\"float:right\">Level 11</span></h2>\n<p>Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>The moderate versions of the bombs you chose for perpetual infusions.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.RGs4uR3CAvgbtBAA]{Greater Field Discovery}<span style=\"float:right\">Level 13</span></h2>\n<p>You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have @UUID[Compendium.pf2e.feats-srd.gyVcJfZTmBytLsXq].</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.xO90iBD8XNGyaCkz]{Perpetual Perfection}<span style=\"float:right\">Level 17</span></h2>\n<p>You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>The greater versions of the bombs you chose for perpetual infusions.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"Note","predicate":["alchemical","bomb","splash"],"selector":"strike-damage","text":"You can deal splash damage to only your primary target instead of the usual splash area.","title":"{item|name}"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.alchemist","value":{"fieldDiscovery":"Compendium.pf2e.classfeatures.8QAFgy9U8PxEa7Dw","greaterFieldDiscovery":"Compendium.pf2e.classfeatures.RGs4uR3CAvgbtBAA","perpetualInfusions":"Compendium.pf2e.classfeatures.DFQDtT1Van4fFEHi","perpetualPerfection":"Compendium.pf2e.classfeatures.xO90iBD8XNGyaCkz","perpetualPotency":"Compendium.pf2e.classfeatures.8rEVg03QJ71ic3PP"}}],"slug":"bomber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"T4OB9uaoNI9YOh3Q","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K"},"pf2e":{"grantedBy":{"id":"C1bF5pSuYXcDiusR","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Alchemical Crafting","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"trained in Crafting"}]},"rules":[],"slug":"alchemical-crafting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"j9KYRo3Aew6L96KB","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L"},"pf2e":{"grantedBy":{"id":"C1bF5pSuYXcDiusR","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/infused-reagents.webp","name":"Infused Reagents","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.</p>\n<p>As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.crafting.infusedReagents.max","predicate":["class:alchemist"],"value":"@actor.level + floor((@actor.abilities.int.value - 10) / 2)"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.crafting.infusedReagents.max","predicate":[{"not":"class:alchemist"}],"value":"@actor.level"}],"slug":"infused-reagents","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"SKUympfX68C6UELo","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I"},"pf2e":{"grantedBy":{"id":"C1bF5pSuYXcDiusR","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/advanced-alchemy.webp","name":"Advanced Alchemy","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>During your daily preparations, after producing new @UUID[Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L], you can spend batches of those infused reagents to create infused alchemical items.</p>\n<p>You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements.</p>\n<p>Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item.</p>\n<p>These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"craftableItems":["item:trait:alchemical"],"isAlchemical":true,"isDailyPrep":true,"key":"CraftingEntry","label":"PF2E.TraitAlchemist","maxItemLevel":"@actor.level","predicate":["class:alchemist"],"preparedFormulas":[{"itemUUID":"Compendium.pf2e.equipment-srd.SgtqZxt26BdjUmEB","quantity":2},{"itemUUID":"Compendium.pf2e.equipment-srd.gWr4q4HiyGhETA8H","quantity":4},{"itemUUID":"Compendium.pf2e.equipment-srd.3Klm2gPmzOw6ntVb","quantity":2},{"itemUUID":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318","quantity":2}],"selector":"alchemist"}],"slug":"advanced-alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"6mfflbwCtcG2IF8j","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.yzNJgwzV9XqEhKc6"},"pf2e":{"grantedBy":{"id":"2kLdIQxFZyaFUfAp","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Quick Alchemy","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p><strong>Cost</strong> 1 batch of infused reagents</p>\n<p><strong>Requirements</strong> You have the formula for the alchemical item you're creating, and you're either holding or wearing the @UUID[Compendium.pf2e.equipment-srd.4ftXXUCBHcf4b0MH].</p>\n<hr />\n<p>You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.</p>"},"requirements":{"value":""},"rules":[],"slug":"quick-alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist","manipulate"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"2kLdIQxFZyaFUfAp","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.sPtl05wwTpqFI0lL"},"pf2e":{"grantedBy":{"id":"C1bF5pSuYXcDiusR","onDelete":"cascade"},"itemGrants":{"quickAlchemy":{"id":"6mfflbwCtcG2IF8j","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/quick-alchemy.webp","name":"Quick Alchemy","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the @UUID[Compendium.pf2e.actionspf2e.yzNJgwzV9XqEhKc6] action.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"quickAlchemy","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.yzNJgwzV9XqEhKc6"}],"slug":"quick-alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"4sTf7AmBrKlt4vvB","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.SgtqZxt26BdjUmEB"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/acid-flask.webp","name":"Acid Flask (Moderate)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":1},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"acid","dice":1,"die":"","persistent":{"faces":6,"number":2,"type":"acid"}},"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Strike</p>\n<p>This flask filled with corrosive acid deals 1 acid damage, 2d6 persistent acid damage, and 2 acid splash damage. You gain a +1 item bonus to attack rolls.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":10}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":2,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"acid-flask-moderate","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":2},"stackGroup":null,"strikingRune":{"value":null},"temporary":true,"traits":{"rarity":"common","value":["acid","alchemical","bomb","consumable","splash","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"LXzJ6lhunm1mT3M5","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.gWr4q4HiyGhETA8H"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/alchemists-fire.webp","name":"Alchemist's Fire (Moderate)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":1},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"fire","dice":2,"die":"d8","persistent":{"faces":null,"number":2,"type":"fire"}},"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Strike</p>\n<p>Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage. You gain a +1 item bonus to attack rolls.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":10}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":4,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"alchemists-fire-moderate","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":2},"stackGroup":null,"strikingRune":{"value":null},"temporary":true,"traits":{"rarity":"common","value":["alchemical","bomb","consumable","fire","splash","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"9scoWro0MGOjY3bV","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3Klm2gPmzOw6ntVb"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/comprehension-elixir.webp","name":"Comprehension Elixir (Lesser)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages-you still need to attempt a skill check to Decipher Writing. The duration is 1 minute.</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":7}},"quantity":2,"rules":[],"size":"med","slug":"comprehension-elixir-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"temporary":true,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","mental","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"Kun6dOX0iqdcHo20","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Minor)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"1d6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain [[/r 1d6[healing]]]{1d6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lPRuIRbu0rHBkoKY]</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":2,"rules":[],"size":"med","slug":"elixir-of-life-minor","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"temporary":true,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"y6T9Pys7Ex68yeS1","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.sQfjTMDaZbT9DThq"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/goblin.svg","name":"Goblin","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","dwarven","gnoll","gnomish","halfling","orcish"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"int","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big.</em></p>\n<hr />\n<p>Goblins have a reputation as simple creatures who love songs, fire, and eating disgusting things and who hate reading, dogs, and horses—and there are a great many for whom this description fits perfectly. However, great changes have come to goblinkind, and more and more goblins resist conformity to these stereotypes. Even among goblins that are more worldly, many still exemplify their old ways in some small manner, just to a more sensible degree. Some goblins remain deeply fascinated with fire or fearlessly devour a meal that might turn others' stomachs. Others are endless tinkerers and view their companions' trash as the components of gadgets yet to be made.</p>\n<p>Though goblins' culture has splintered radically, their reputation has changed little. As such, goblins who travel to larger cities are frequently subjected to derision, and many work twice as hard at proving their worth.</p>\n<p>If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to prove that you have a place among other civilized peoples, perhaps even to yourself.</li>\n<li>Fight tooth and nail—sometimes literally—to protect yourself and your friends from danger.</li>\n<li>Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Work to ensure you don't accidentally (or intentionally) set too many things on fire.</li>\n<li>Assume you can't—or won't—read.</li>\n<li>Wonder how you survive given your ancestry's typical gastronomic choices, reckless behavior, and love of fire.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.</p>\n<p>Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.</p>\n<h2>Society</h2>\n<p>Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. As new threats rise across the Inner Sea region, many tribal elders have put aside their reckless ways in the hope of forging alliances that offer their people a greater chance at survival. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.</p>\n<p>Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as 'longshanks,' won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. However, their attitude as a people is changing rapidly, and their short lifespans and poor memories help them adapt quickly.</p>\n<h2>Alignment and Religion</h2>\n<p>Even well-intentioned goblins have trouble following the rules, meaning they're rarely lawful. Most goblin adventurers are chaotic neutral or chaotic good. Organized worship confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating. Longshanks might have books upon books about the structures of divinity, but to a goblin, anything can be a god if you want it to. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean.</p>\n<h2>Adventurers</h2>\n<p>To some degree, almost every goblin is an adventurer, surviving life on the edge using skill and wits. Goblins explore and hunt for treasures by nature, though some become true adventurers in their own rights, often after being separated from their group or tribe.</p>\n<p>Goblins often have the acrobat, criminal, entertainer, gladiator, hunter, and street urchin backgrounds. Consider playing an alchemist, since many goblins love fire, or a bard, since many goblins love songs. As scrappy survivors, goblins are often rogues who dart about the shadows, though their inherently charismatic nature also draws them to the pursuit of magical classes such as sorcerer.</p>\n<h2>Names</h2>\n<p>Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier. Since there aren't any real traditions regarding naming in goblin culture, children often name themselves once they're old enough to do something resembling talking.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Goblin Mechanics</h2>\n<p><strong>Hit Points</strong> 6</p>\n<p><strong>Size</strong> Small</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Dexterity, Charisma, Free</p>\n<p><strong>Ability Flaw</strong> Wisdom</p>\n<p><strong>Languages</strong> Common, Goblin</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Darkvision</p>"},"flaws":{"0":{"value":["wis"]}},"hp":6,"items":{},"languages":{"custom":"","value":["common","goblin"]},"reach":5,"rules":[],"size":"sm","slug":"goblin","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["goblin","humanoid"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"XMwlK3xmcnKxgnXs","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.32oX6hHUY6K8N70Q"}},"img":"systems/pf2e/icons/features/ancestry/charhide-goblin.webp","name":"Charhide Goblin","sort":0,"system":{"ancestry":{"name":"Goblin","slug":"goblin","uuid":"Compendium.pf2e.ancestries.sQfjTMDaZbT9DThq"},"description":{"value":"<p>Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is @Check[type:flat|dc:10] instead of DC 15, which is reduced to @Check[type:flat|dc:5] if another creature uses a particularly appropriate action to help.</p>"},"rules":[{"key":"Resistance","type":"fire","value":"max(1,floor(@actor.level/2))"}],"slug":"charhide-goblin","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"FAFcqStXQnxkNFxU","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.4ftXXUCBHcf4b0MH"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/alchemists-tools.webp","name":"Alchemist's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"alchemists-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"mHDUdR7FMN3wDX6b","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You need thieves' tools to @UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H]{Pick Locks} or @UUID[Compendium.pf2e.actionspf2e.cYdz2grcOcRt4jk6]{Disable Devices} (of some types) using the Thievery skill.</p>\n<p>If your thieves' tools are broken, you can repair them by replacing the lock picks with @UUID[Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44]{Replacement Picks} appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"thieves-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"aZjXsneq3e91PkZH","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.gbwr57aT9ou8yKWT"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/wayfinder.webp","name":"Droven's Wayfinder","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass.</p>\n<p>An indentation in the middle of the <em>wayfinder</em> can hold a single <em>aeon stone</em>. Placing an <em>aeon stone</em> in this indentation provides you all the benefits of having the <em>aeon stone</em> orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a <em>wayfinder</em> and the <em>aeon stone</em> within it simultaneously, and they count as only one item toward your investiture limit. An invested <em>aeon stone</em> slotted in a <em>wayfinder</em> also grants its resonant power.</p>\n<p>If you have more than one <em>wayfinder</em> with an invested <em>aeon stone</em> on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional <em>aeon stones</em> orbiting your head, just not in <em>wayfinders</em>.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> command</p>\n<hr />\n<p><strong>Effect</strong> The <em>wayfinder</em> is targeted by a 1st-level <em>@UUID[Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4]</em> spell.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":28}},"quantity":1,"rules":[{"domain":"skill-check","key":"RollOption","option":"compass-in-possession","requiresEquipped":false}],"size":"med","slug":"wayfinder","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"uncommon","value":["evocation","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Fumbus (Level 3)","prototypeToken":{"name":"Fumbus","texture":{"src":"systems/pf2e/icons/iconics/Fumbus.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":33},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["int","dex","con","wis"]}}},"crafting":{"formulas":[{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.UqinuuCWePTYGhVO"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.AFR01HVd7DcZvkpP"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.tyt6rFtv32MZ4DT9"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.7Y2yOr4ltpP2tyuL"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.EpxmUtLpCkE8R6KJ"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.3Klm2gPmzOw6ntVb"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.cuomhpenkqGM5lLG"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.SgtqZxt26BdjUmEB"},{"uuid":"Compendium.pf2e.equipment-srd.gWr4q4HiyGhETA8H"}]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"CN"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":3},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"crafting":{"infusedReagents":{"value":2}},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":2},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":1},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":1},"sur":{"rank":1},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["draconic","jotun","orcish","osiriani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.6Tl6BATf1u3VcT4c"}}}
{"_id":"BjSkVK5xjK4IxqYT","img":"systems/pf2e/icons/iconics/KorakaiFull.webp","items":[{"_id":"lqgEM7WoDD5ci28s","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.rKV11HWREwjjMIum"}},"img":"systems/pf2e/icons/features/ancestry/skyborn-tengu.webp","name":"Skyborn Tengu","sort":0,"system":{"ancestry":{"name":"Tengu","slug":"tengu","uuid":"Compendium.pf2e.ancestries.18xDKYPDBLEv2myX"},"description":{"value":"<p>Your bones may be especially light, you may be a rare tengu with wings, or your connection to the spirits of wind and sky might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.</p>"},"rules":[],"slug":"skyborn-tengu","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"yhiep9lv46sz68kt","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.3gN09dOT2hMwGcK2"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Cook","sort":0,"system":{"boosts":{"0":{"selected":"con","value":["con","int"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side-you've spent lots of time out of sight. It's about time you went out into the world to catch some sights for yourself.</p>\n<p>Choose two ability boosts. One must be to <strong>Constitution</strong> or <strong>Intelligence</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Survival skill and the Cooking Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.1Eceqc6zbMj2x0q9] skill feat.</p>"},"items":{"diizj":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Seasoned","uuid":"Compendium.pf2e.feats-srd.1Eceqc6zbMj2x0q9"}},"rules":[],"slug":"cook","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedLore":"Cooking Lore","trainedSkills":{"value":["sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"00yp96mdoy4uk8mk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.1Eceqc6zbMj2x0q9"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Seasoned","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.</p>"},"level":{"value":1},"location":"yhiep9lv46sz68kt","prerequisites":{"value":[{"value":"trained in Alcohol Lore, Cooking Lore, or Crafting"}]},"rules":[{"key":"FlatModifier","label":"Seasoned (craft food, drink & potions)","predicate":["action:craft",{"or":["food","drink","potion"]}],"selector":"crafting","type":"circumstance","value":{"brackets":[{"end":4,"start":3,"value":2},{"end":2,"start":1,"value":1}],"field":"actor|system.skills.cra.rank"}}],"slug":"seasoned","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Di09hZTg9XKk5g0l","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Cooking Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"OxmKgrl4GX8ZPdbp","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AmFv3ClkAVRowHLI"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Tengu Weapon Familiarity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You've trained with a blade and other tengu weapons ever since you hatched. You gain access to @UUID[Compendium.pf2e.equipment-srd.KgKSX95uVSg8iBBA]{Khakkharas}.</p>\n<p>Additionally, choose two weapons from the sword group. You can choose from among all common martial swords, plus the @UUID[Compendium.pf2e.equipment-srd.Y1dkRsRd1Z7Jf2y6], @UUID[Compendium.pf2e.equipment-srd.NIsxR5zXtVa3PuyU], and @UUID[Compendium.pf2e.equipment-srd.YOpopjoWgU7bkmwh]. For the purpose of determining your proficiency, that weapon is a simple weapon, and if the weapon isn't common, you gain access to it. If you are trained in all martial weapons, you add common advanced swords to the swords you can choose from.</p>\n<p>You also gain access to all uncommon tengu weapons. For the purpose of determining your proficiency, martial tengu weapons are simple weapons, and advanced tengu weapons are martial weapons.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-khakkhara.rank","value":1}],"slug":"tengu-weapon-familiarity","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["tengu"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"RFs7YHi21Xa5mONx","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Spontaneous Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"spontaneous"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":2,"prepared":[],"value":2},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"Cch4PO0U7YF2YdIj","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl"}},"img":"systems/pf2e/icons/spells/detect-magic.webp","name":"Detect Magic","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"detect-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"FH0ReXF65gFNArDA","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.kcelf6IHl3L9VXXg"}},"img":"systems/pf2e/icons/spells/disrupt-undead.webp","name":"Disrupt Undead","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"positive"},"value":"1d6"}}},"description":{"value":"<p>You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 round.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"disrupt-undead","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 undead creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["positive","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"L4cZKv0E5QQkzlx3","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.izcxFQFwf3woCnFs"}},"img":"systems/pf2e/icons/spells/guidance.webp","name":"Guidance","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3qHKBDF7lrHw8jFK]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3LyOkV25p7wA181H]</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"guidance","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"custom":"","value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"JB87jgPn70BL8S1w","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4"}},"img":"systems/pf2e/icons/spells/light.webp","name":"Light","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.cVVZXNbV0nElVOPZ]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"light","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["light","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"FZORtvwDYkfDoSeR","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.4koZzrnMXhhosn0D"}},"img":"systems/pf2e/icons/spells/fear.webp","name":"Fear","sort":-100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You plant fear in the target; it must attempt a Will save.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1}.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 2}.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 3} and @UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D] for 1 round.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target up to five creatures.</p>"},"duration":{"value":"varies"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"fear","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["emotion","fear","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"facIZNDbA0QjjG27","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Focus Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"focus"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"TNKqASY7FBPpJdtP","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.kBhaPuzLUSwS6vVf"}},"img":"systems/pf2e/icons/spells/electric-arc.webp","name":"Electric Arc","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"electricity"},"value":"1d4"}}},"description":{"value":"<p>An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"facIZNDbA0QjjG27"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"electric-arc","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 or 2 creatures"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["electricity","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ScYNQsyyN0W8PMCz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.myC2EIrsjmB8xosi"}},"img":"systems/pf2e/icons/spells/punishing-gust.webp","name":"Pushing Gust","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save.</p>\n<hr /><strong>Critical Success</strong> The target is unaffected.\n<p><strong>Success</strong> The target is pushed 5 feet away from you.</p>\n<p><strong>Failure</strong> The target is pushed 10 feet away from you.</p>\n<p><strong>Critical Failure</strong> The target is pushed 10 feet away from you and knocked @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60].</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"facIZNDbA0QjjG27"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"500 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"pushing-gust","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["air","cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"7htbsol0azrtzep9","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"0"},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"2"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"backpack","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"stowing":true,"traits":{"rarity":"common","value":[]},"usage":{"value":"wornbackpack"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"backpack"},{"_id":"52pzfy8k56gc9buf","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"7htbsol0azrtzep9","description":{"value":""},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":4}},"quantity":2,"rules":[],"size":"med","slug":"rations","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"vi35fy3vvoa4byxp","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":400000,"system":{"baseItem":null,"containerId":"7htbsol0azrtzep9","description":{"value":"<p>50 feet of rope.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":5}},"quantity":1,"rules":[],"size":"med","slug":"rope","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"fndktg93uiaqackg","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":600000,"system":{"baseItem":null,"containerId":"7htbsol0azrtzep9","description":{"value":"<p>When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":10,"rules":[],"size":"med","slug":"waterskin","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"9l8lrc6l94pbtwf3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":200000,"system":{"baseItem":null,"containerId":"7htbsol0azrtzep9","description":{"value":""},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":1,"rules":[],"size":"med","slug":"chalk","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"vhi319e18l71uyf3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":300000,"system":{"baseItem":null,"containerId":"7htbsol0azrtzep9","description":{"value":"<p>Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time‑consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":2,"rules":[],"size":"med","slug":"flint-and-steel","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"4j9ry9wfatk9c28d","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":100000,"system":{"baseItem":null,"containerId":"7htbsol0azrtzep9","description":{"value":"<p>A 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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.</p>"},"dex":{"value":3},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"1"},"group":"chain","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":5}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"chain-shirt","source":{"value":"Pathfinder Core 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walk.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"club","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"khakkhara","source":{"value":"Pathfinder Advanced Player's 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slings.</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"per":10,"value":{"cp":1}},"quantity":10,"rules":[],"size":"med","slug":"sling-bullets","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"slingBullets","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"Nqdb6aAb3DALQvNV","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Minor)","sort":-100000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"1d6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain [[/r 1d6[healing]]]{1d6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lPRuIRbu0rHBkoKY]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-minor","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"Mr5DIVreV2fi13oq","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.EzB9i7R6aBRAtJCh"}},"img":"systems/pf2e/icons/spells/tempest-touch.webp","name":"Tempest Touch","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"bludgeoning"},"value":"1d4"},"fl86wl21hskrqrcy":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"cold"},"value":"1d4"}}},"description":{"value":"<p>Your touch calls forth a churning mass of icy water that clings to your target, dealing 1d4 bludgeoning damage and 1d4 cold damage. The target must attempt a Fortitude save.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target takes half damage and a -5-foot circumstance penalty to its Speeds until the end of your next turn.</p>\n<p><strong>Failure</strong> The target takes full damage and a -10-foot circumstance penalty to its Speeds until the end of your next turn.</p>\n<p><strong>Critical Failure</strong> As failure, but the target takes double damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The bludgeoning and cold damage each increase by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4","fl86wl21hskrqrcy":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"facIZNDbA0QjjG27"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"tempest-touch","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"custom":"","value":[]},"traits":{"rarity":"uncommon","value":["cold","cursebound","oracle","water"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"kWVUsdWIJz5CX1Yl","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs"}},"img":"systems/pf2e/icons/spells/heal.webp","name":"Heal","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"value":"positive"},"value":"1d8"}}},"description":{"value":"<p>You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(verbal, somatic)</strong> The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8</p>\n<p><span class=\"pf2-icon\">3</span> <strong>(material, somatic, verbal)</strong> You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"overlays":{"37gy7l19tik74o4s":{"_id":"37gy7l19tik74o4s","name":"Heal (vs. Living)","overlayType":"override","sort":2,"system":{"components":{"somatic":true,"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"save":{"basic":"","value":""},"time":{"value":"2"}}},"7qdtetowq348s9oc":{"_id":"7qdtetowq348s9oc","overlayType":"override","sort":1,"system":{"components":{"somatic":true},"range":{"value":"touch"},"time":{"value":"1"}}},"7vbvdrv2cl87sqta":{"_id":"7vbvdrv2cl87sqta","overlayType":"override","sort":4,"system":{"area":{"type":"emanation","value":30},"components":{"material":true,"somatic":true,"verbal":true},"range":{"value":""},"target":{"value":"all living and undead creatures"},"time":{"value":"3"}}},"lfxcoz2d3f8j2zq1":{"_id":"lfxcoz2d3f8j2zq1","name":"Heal (vs. Undead)","overlayType":"override","sort":3,"system":{"components":{"somatic":true,"verbal":true},"range":{"value":"30 feet"},"spellType":{"value":"save"},"target":{"value":"1 undead"},"time":{"value":"2"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living creature or 1 undead"},"time":{"value":"1 to 3"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"8SZK5iZasi7AJMqB","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.18xDKYPDBLEv2myX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/tengu.svg","name":"Tengu","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["dwarven","elven","gnomish","goblin","halfling","sylvan"]},"boosts":{"0":{"value":["dex"]},"1":{"value":[]},"2":{"selected":"cha","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Tengus are a gregarious and resourceful people that have spread far and wide from their ancestral home in Tian Xia, collecting and combining whatever innovations and traditions they happen across with those from their own long history.</em></p>\n<hr />\n<p>Tengus are survivalists and conversationalists, equally at home living off the wilderness and finding a niche in dense cities. They accumulate knowledge, tools, and companions, adding them to their collection as they travel.</p>\n<p>The tengu diaspora has spread across Golarion in search of a better life, bringing their skill with blade crafting to lands far from their home. In maritime regions, tengus notably work as fishers, blacksmiths, and 'jinx eaters'—members of ships' crews who are believed, accurately or otherwise, to absorb misfortune. Having lived in a variety of conditions and locations, tengus tend to be nonjudgmental, especially with regard to social station, though their willingness to associate with lawbreakers has often led some to look at them with suspicion.</p>\n<p>If you want to play a character hailing from a rich history of artisanship and tradition, but who happily picks up new practices, companions, words, and items as needed, you should play a tengu.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Be gregarious and eager to find a flock of your own.</li>\n<li>Voraciously absorb the practices of those around you, sometimes even forgetting where they came from.</li>\n<li>Be willing to take on any task or job, no matter what others think.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Look to you as a source of eclectic skills and knowledge, especially relating to languages.</li>\n<li>Get confused by your simultaneous respect for and disregard of tradition.</li>\n<li>Have trouble reading your expressions or regard you with suspicion and superstition.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Tengus have many avian characteristics. Their faces are tipped with sharp beaks and their scaled forearms and lower legs end in talons. As closed footwear tends to fit poorly unless custom made, many tengus wear open sandals or simply go barefoot. Tengus are rarely more than 5 feet tall, and they are even lighter than their smaller frames would suggest, as they have hollow bones. A small number of tengus have vestigial wings incapable of true flight.</p>\n<p>Tengus hatch from eggs and are featherless for their first year of life, during which they rarely leave home. They soon grow a downy gray coat, which is replaced by a dark covering of adult feathers by the time they come of age at around 15 years. Tengus use their shed feathers in a variety of tools, from simple writing quills to magical fans to focus their ancestral magic. Many tengus modify their appearance by dyeing patterns into their feathers or talons, which amplifies their body language and has the added benefit of aiding other humanoids in understanding their expressions.</p>\n<h2>Society</h2>\n<p>Tengus are extremely social, banding together in extended communities with many families living in adjacent houses and sharing the work of the household. In cities, a community may also contain members of other ancestries. Tengu children raised in the same unit consider each other siblings, usually forgetting which of them share a biological connection.</p>\n<p>The greatest divide in tengu society is between tengus remaining in their ancestral home and those who have dispersed across the world. Tengus refer to these two groups as those 'in the roost' and those 'migrating,' respectively. Roosted tengus tend to be more traditionalist and conservative and are especially concerned with preserving their culture in the face of years of erosion from oppression. Migrating tengus, on the other hand, voraciously absorb the culture of the various nations and settlements that they now call home.</p>\n<h2>Alignment and Religion</h2>\n<p>Tengus often follow the faith of the region in which they were raised, though the tengu ancestral deity is the storm god Hei Feng. This god's notorious drunken carousing and emotional swings causes many tengus to instead focus their attention on gods of freedom and travel, such as Desna or Cayden Cailean, or deities of nature, such as Gozreh. Besmara is also a common subject of tengu worship, especially among tengus who live on the sea.</p>\n<p>Before their diaspora, tengus practiced a syncretic faith that blended a polytheistic worship of the deities responsible for creating the natural world. As tengu folklore posits that tengus long ago descended from the night sky on shooting stars to rest upon Golarion's highest peaks, animist rites were practiced on mountains and other great natural features. Even today, tengus rarely differentiate between divine and primal worship.</p>\n<p>Tengus are far more concerned with the balance between traditionalism and adaptability than they are with good and evil, with lawful tengus more common among the roosted and chaotic tengus more common among the migratory.</p>\n<h2>Adventurers</h2>\n<p>A tengu that leaves the ancestral homeland feels an intense pull toward adventure, to cross vast distances, collect beautiful treasures, and brave the challenges of combat or the rolling sea.</p>\n<p>Tengu backgrounds might reflect their place in the homeland or the tengu diaspora. These could include acrobat, barkeep, charlatan, emissary, entertainer, fortune teller, gambler, merchant, nomad, or sailor, plus bandit, courier, insurgent, refugee, and scavenger.</p>\n<p>Tengus often become rogue, bard, oracles, rangers, or swashbucklers.</p>\n<h2>Names</h2>\n<p>Though roosted tengus tend toward more traditional names with the hard consonants often seen in the Tengu language, migrating tengus' tendency to readily absorb and repurpose the culture of those around them has led to names that combine elements of whatever languages suited the namer's fancy.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Arkkak, Chuko, Dolgra, Dorodara, Kakkariel, Kora, Marrak, Mossarah, Pularrka, Rarorel, Ruk, Tak-Tak, Tsukotarra</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Tengu Mechanics</h2>\n<p><strong>Hit Points</strong> 6</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Dexterity, Free</p>\n<p><strong>Languages</strong> Common, Tengu</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Halfling, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Low-Light Vision</p>\n<p><strong>Sharp Beak</strong> With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.</p>"},"flaws":{"0":{"value":[]}},"hp":6,"items":{"vo9ge":{"img":"systems/pf2e/icons/features/ancestry/sharp-beak.webp","level":0,"name":"Sharp Beak","uuid":"Compendium.pf2e.ancestryfeatures.qJD3PJdoSXFrZEwr"}},"languages":{"custom":"","value":["common","tengu"]},"reach":5,"rules":[],"size":"med","slug":"tengu","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","tengu"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"sxBQihKPO5a7VtPn","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.qJD3PJdoSXFrZEwr"}},"img":"systems/pf2e/icons/features/ancestry/sharp-beak.webp","name":"Sharp Beak","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>With your Sharp Beak, you are never without a weapon. You have a beak unarmed attack that deals [[/r 1d6[piercing]]] damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.</p>"},"level":{"value":0},"location":"8SZK5iZasi7AJMqB","prerequisites":{"value":[]},"rules":[{"category":"unarmed","damage":{"base":{"damageType":"piercing","dice":1,"die":"d6"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/beak.webp","key":"Strike","label":"PF2E.BattleForm.Attack.Beak","range":null,"slug":"beak","traits":["finesse","unarmed"]}],"slug":"sharp-beak","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"uncommon","selected":{"tengu":"Tengu"},"value":["tengu"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Pk7DBjQrM8uMHwxi","flags":{"core":{"sourceId":"Compendium.pf2e.classes.pWHx4SXcft9O2udP"}},"img":"systems/pf2e/icons/classes/oracle.webp","name":"Oracle","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>Your conduit to divine power eschews the traditional channels of prayer and servitude-you instead glean divine truths that extend beyond any single deity. You understand the great mysteries of the universe embodied in overarching concepts that transcend good and evil or chaos and law, whether because you perceive the common ground across multiple deities or circumvent their power entirely.</em></p>\n<p><em>You explore one of these mysteries and draw upon its power to cast miraculous spells, but that power comes with a terrible price: a curse that grows stronger the more you draw upon it. Your abilities are a double-edged sword, which you might uphold as an instrument of the divine or view as a curse from the gods.</em></p>\n<p><strong>Key Ability: CHARISMA</strong></p>\n<p>At 1st level, your class gives you an ability bonus to Charisma</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Oracle</h1>\n<h2>During Combat Encounters...</h2>\n<p>You draw upon your mystery to empower yourself in combat, balancing miraculous effects with the increasing severity of your curse as conflicting divine demands overtax your physical body. You cast spells to aid your allies and devastate your foes, or depending on your mystery, you might wade into battle yourself.</p>\n<h2>During Social Encounters...</h2>\n<p>You rely upon the insights drawn from your mystery. You might leverage your curse to intimidate people or hide its effects to better blend in.</p>\n<h2>While Exploring...</h2>\n<p>You recenter yourself to bring the terrible metaphysical conflicts causing your curse back under control so you can draw upon your mystery's power again later. You remain aware of supernatural forces acting around you, perhaps peeking into the future to gain insights.</p>\n<h2>In Downtime...</h2>\n<p>You might seek to learn more about your mystery and the divine wellsprings that fuel your power. Associating with others interested in the subject of your mystery can make it easier to live with your curse. You could associate with an organized religion or even start your own faithful following devoted to your mystery.</p>\n<h2>You Might...</h2>\n<ul>\n<li>View your oracular powers as a blessing, a curse, or both.</li>\n<li>Push yourself to the limits of what you can withstand to work great acts of magic.</li>\n<li>Rely on magical items to provide a pool of safer and more reliable magic.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Don't realize your spellcasting draws upon divine power and instead believe you command stranger-and possibly evil-powers.</li>\n<li>Assume you performed some terrible transgression to become cursed by the gods.</li>\n<li>Admire your determination and the sacrifices you make to perform wondrous acts.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Religion</p>\n<p>Trained in one or more skills determined by your mystery</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in divine spell attack rolls</p>\n<p>Trained in divine spell DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as an Oracle. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, divine spellcasting, spell repertoire, mystery</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, magical fortitude, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, alertness, general feat, major curse, skill increase, weapon expertise</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, light armor expertise, lightning reflexes, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, extreme curse, greater resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, legendary spellcaster, oracular clarity, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, oracle feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Divine Spellcasting</h2>\n<p>Your mystery provides you with divine magical power. You can cast spells using the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity, and you can supply material, somatic, and verbal components when casting spells. Your unconventional access to this divine power means you can usually replace material components with somatic components, so you don't need to use a material component pouch when casting spells.</p>\n<p>At 1st level, you can cast up to two 1st-level spells per day. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as an oracle, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 2-3: Oracle Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. To cast a heightened spell, you must have the heightened version in your repertoire; for example, you can't cast a 3rd-level version of a spell that is only in your repertoire at 1st level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as an oracle. For example, as a 1st-level oracle, your cantrips are 1st-level spells, and as a 5th-level oracle, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* Your oracular class feature gives you a 10th-level spell slot that works differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2>Spell Repertoire</h2>\n<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the divine spell list, or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2-3), you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<p><strong>Swapping Spells in Your Repertoire</strong></p>\n<p>As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.</p>\n<h2>Mystery</h2>\n<p>An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle's mystery, a source of divine magic not beholden to any deity.</p>\n<p>Choose the mystery that empowers your magic. Your mystery grants you special spells called revelation spells and might later grant you divine domain spells. It dictates the effects of your oracular curse, adds an additional cantrip to your repertoire, and gives you one or more trained skills. Drawing insight and power from the collective divine influences that fuel your magic also provides you with a special benefit.</p>\n<p>The following oracle mysteries are presented in this book.</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.qvRlih3u7vK3FYUR]: Voices of past generations teach and haunt you.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.gjOGOR30Czpnx3tM]: You embody the virtues upheld by heroes of legend.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.IaxmCkdsPlA52spu]: Death always seems near, and the dead speak to you.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.RI2EMRBBPNSoTJXu]: You draw power from the stars and the spaces between.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.GTSvbFb36InvuH0w]: You dance with fire and do your best to remain unscorched by it.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.o1gGG36wpn9mxeop]: The teeming energies of life flow through you out into the world.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.tZBb3Kh4nJcNoUFI]: You gain access to unparalleled, overwhelming knowledge.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.W9cF7wZztLDb1WGY]: Wind, waves, and storms rage at your beck and call.</li>\n</ul>\n<p><strong>Revelation Spells</strong></p>\n<p>The powers of your mystery manifest in the form of revelation spells, which are a type of focus spell. Casting a revelation spell costs 1 Focus Point and increases the effects of your oracular curse. You start with a focus pool of 2 Focus Points. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the @UUID[Compendium.pf2e.actionspf2e.OSefkMgojBLqmRDh] activity to reconcile the conflicting or unconventional nature of your divine mystery.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>Revelation spells have the cursebound trait, unlike other focus spells. This trait means they increase the severity of your oracular curse (see below) when cast. You can't cast a cursebound spell if you don't have an oracular curse.</p>\n<p>You learn two revelation spells at 1st level. The first is an initial revelation spell determined by your mystery. The second is an initial domain spell you select from one of the domains associated with your mystery, which you cast as a revelation spell, causing it to gain the cursebound trait.</p>\n<p><strong>Oracular Curse</strong></p>\n<p>Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies can also provide you with divine benefits.</p>\n<p>The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast revelation spells, your curse intensifies, first to a minor effect and then to a moderate effect.</p>\n<p>Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. The minor effect continues to affect you, though some moderate curse effects might alter the specifics of your minor curse. At higher levels, you can cast more revelation spells, progressing your curse to its major stage and then an extreme stage; these stronger curses are cumulative with the effects of the lower stages and can alter them. When you Refocus while under the effects of your moderate or stronger curse, you reduce your curse's severity to minor in addition to regaining a Focus Point.</p>\n<p>Drawing upon your mystery's power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a revelation spell while under the moderate effect of your curse, you are overwhelmed. While overwhelmed, you can't Cast or Sustain any revelation spells-you effectively lose access to those spells. You can still Refocus to reduce the effects of your curse and regain a Focus Point, but doing so doesn't allow you to cast further revelation spells. These effects last until you rest for 8 hours and make your daily preparations, at which point your curse returns to its basic state. At higher levels, you can grow to withstand your curse's major and even extreme effects, enabling you to cast more revelation spells without becoming overwhelmed.</p>\n<p>Your curse has the curse, divine, and necromancy traits. You can't mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, if your curse makes creatures @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] from you, you can't negate that concealed condition through a magic item or spell, such as <em>@UUID[Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh]</em> (though you would still benefit from the other effects of that item or spell). Likewise, <em>@UUID[Compendium.pf2e.spells-srd.OyFCwQuw8XRazsNr]</em> and similar spells don't affect your curse at all.</p>\n<h2>Oracle Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain an oracle class feat.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Signature Spells<span style=\"float:right\">Level 3</span></h2>\n<p>Experience enables you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell level or lower). You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Expert Spellcaster<span style=\"float:right\">Level 7</span></h2>\n<p>The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.</p>\n<h2>Resolve<span style=\"float:right\">Level 7</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2>Magical Fortitude<span style=\"float:right\">Level 9</span></h2>\n<p>Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Alertness<span style=\"float:right\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Major Curse<span style=\"float:right\">Level 11</span></h2>\n<p>You've learned to better balance the conflicting powers wreaking havoc on your body. Immediately after completing the casting of a revelation spell while you are affected by your moderate curse, your curse progresses to its major effect, rather than overwhelming you. This effect lasts until you Refocus, which reduces your curse to its minor effect. If you cast a revelation spell while under the effects of your major curse, you are overwhelmed by your curse.</p>\n<p>In addition, increase the number of Focus Points in your focus pool from 2 to 3. If you spend at least 2 Focus Points before you again Refocus, you recover 2 Focus Points when you Refocus instead of 1.</p>\n<h2>Weapon Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.</p>\n<h2>Light Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 13</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Master Spellcaster<span style=\"float:right\">Level 15</span></h2>\n<p>You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.</p>\n<h2>Extreme Curse<span style=\"float:right\">Level 17</span></h2>\n<p>You have mastered a perilous balance between the conflicting divine powers of your mystery, gaining the power to change your fate, but straining both body and soul. When you cast a revelation spell while affected by your major curse, your curse intensifies to an extreme effect instead of overwhelming you. All mysteries share the same effects for their extreme curse.</p>\n<p>When affected by your extreme curse, you become @UUID[Compendium.pf2e.conditionitems.3uh1r86TzbQvosxv]{Doomed 2} (or increase your doomed condition by 2 if you were already doomed). Once every 10 minutes, when you fail an attack roll, skill or Perception check, or saving throw, you can reroll it and use the second result. The reroll has the fortune trait and doesn't require you to spend an action, meaning you can use the reroll even if you can't act. These effects are in addition to all the effects of your major curse, and they can't be removed by any means until you Refocus to reduce your curse to its minor effect.</p>\n<p>If you cast a revelation spell while under the effects of this extreme curse, you are overwhelmed by your curse, and you remain doomed 2 even if you Refocus.</p>\n<p>Additionally, if you spend at least 3 Focus Points before you again Refocus, you recover 3 Focus Points when you Refocus instead of 1.</p>\n<h2>Greater Resolve<span style=\"float:right\">Level 17</span></h2>\n<p>Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success instead. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.</p>\n<h2>Legendary Spellcaster<span style=\"float:right\">Level 19</span></h2>\n<p>You can harness divine power at a level few others can match. Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.</p>\n<h2>Oracular Clarity<span style=\"float:right\">Level 19</span></h2>\n<p>You now fully grasp the nature of the divine power behind your mystery, allowing you to work magic akin to miracles. Add two common 10th-level divine spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using oracle spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the @UUID[Compendium.pf2e.feats-srd.PExiZZTSP4p7TZaW] feat to gain a second slot.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"2lr3d":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":7,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"4qdk7":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Mystery","uuid":"Compendium.pf2e.classfeatures.PRJYLksQEwT39bTl"},"5449e":{"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","level":1,"name":"Spell Repertoire (Oracle)","uuid":"Compendium.pf2e.classfeatures.cFe6vFb3gSDyNeS9"},"66mj3":{"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","level":3,"name":"Signature Spells","uuid":"Compendium.pf2e.classfeatures.VKRjmXxBFLrJK01c"},"68tsw":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"6ygi2":{"img":"systems/pf2e/icons/features/classes/oracular-clarity.webp","level":19,"name":"Oracular Clarity","uuid":"Compendium.pf2e.classfeatures.571c1aGnvNVwfF6b"},"7gbv8":{"img":"systems/pf2e/icons/features/classes/oracle-curse.webp","level":1,"name":"Oracular Curse","uuid":"Compendium.pf2e.classfeatures.ibX2EhKkyUtbOHLj"},"7lbdz":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"9dhwz":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":11,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"am0mt":{"img":"systems/pf2e/icons/features/classes/revelation-spells.webp","level":1,"name":"Revelation Spells","uuid":"Compendium.pf2e.classfeatures.NXUOtO9NytHQurlg"},"d7d3y":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Light Armor Expertise","uuid":"Compendium.pf2e.classfeatures.pZYkb12t5DSwtts7"},"dmnaw":{"img":"systems/pf2e/icons/features/classes/major-curse.webp","level":11,"name":"Major Curse","uuid":"Compendium.pf2e.classfeatures.rrzItB68Er0DzKx7"},"dvsdr":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"hi0gi":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":13,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"jtk8p":{"img":"systems/pf2e/icons/features/classes/extreme-curse.webp","level":17,"name":"Extreme Curse","uuid":"Compendium.pf2e.classfeatures.F4brPlp1tHGUqyuI"},"k3rbd":{"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","level":9,"name":"Magical Fortitude","uuid":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"},"n1uo5":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"oiyzz":{"img":"systems/pf2e/icons/features/classes/divine-spellcasting.webp","level":1,"name":"Divine Spellcasting (Oracle)","uuid":"Compendium.pf2e.classfeatures.7AVspOB6ITNzGFZi"},"rlujn":{"img":"systems/pf2e/icons/features/classes/greater-resolve.webp","level":17,"name":"Greater Resolve","uuid":"Compendium.pf2e.classfeatures.5LOARurr4qWkfS9K"},"wpam7":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"}},"keyAbility":{"value":["cha"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.divine.rank","value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"oracle","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedSkills":{"additional":3,"value":["rel"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"etFmFAsE2W23VDgV","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.PRJYLksQEwT39bTl"},"pf2e":{"itemGrants":{"tempest":{"id":"kHZYoYGrWiTHDp5A","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Mystery","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Choose the divine mystery that fuels your mystical power.</p>\n<p>Your mystery might represent a pantheistic devotion to all the deities with power over the subject of your mystery, veneration of a particular ideal, or a conduit to raw divine energy. Whatever its origin and nature, your mystery determines the revelation spells you can cast and the oracular curse that overtakes your body when you do. You learn skills related to that mystery, gain access to a cantrip, and gain a special benefit drawn from the combined divine knowledge and experience of your mystery.</p>\n<hr />\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.qvRlih3u7vK3FYUR]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.gjOGOR30Czpnx3tM]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.IaxmCkdsPlA52spu]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.RI2EMRBBPNSoTJXu]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.GTSvbFb36InvuH0w]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.o1gGG36wpn9mxeop]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.tZBb3Kh4nJcNoUFI]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.W9cF7wZztLDb1WGY]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.EslxR2sbDK9XJaAl]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.tzDW9l4lBwXCVYtz]</li>\n</ul>\n<h3>Reading a Mystery Entry</h3>\n<p>A mystery entry contains the following information, followed by a description of that mystery's curse.</p>\n<p><strong>Mystery Benefit</strong> The mystery benefit is a special ability (or abilities) you gain from your mystery.</p>\n<p><strong>Trained Skill</strong> You become trained in the listed skill. A few mysteries make you trained in more than one skill.</p>\n<p><strong>Granted Cantrip</strong> You automatically add this cantrip to your spell repertoire, in addition to those you gain through divine spellcasting.</p>\n<p><strong>Revelation Spells</strong> You automatically gain your mystery's initial revelation spell at 1st level and can gain more by selecting the @UUID[Compendium.pf2e.feats-srd.FPVe3o7YctBicSQa], @UUID[Compendium.pf2e.feats-srd.HSW3N9pfHhM7upRB], and @UUID[Compendium.pf2e.feats-srd.2HeRmbcHcsRMccir] oracle feats.</p>\n<p><strong>Related Domains</strong> These are the cleric domains associated with your mystery. You select one initial domain spell from one of these domains at 1st level, which you can cast as a revelation spell with the cursebound trait.</p>"},"level":{"value":1},"location":"Pk7DBjQrM8uMHwxi","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Oracle class feature","predicate":["item:level:1","item:trait:oracle","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.qvRlih3u7vK3FYUR"},{"value":"Compendium.pf2e.classfeatures.gjOGOR30Czpnx3tM"},{"value":"Compendium.pf2e.classfeatures.IaxmCkdsPlA52spu"},{"value":"Compendium.pf2e.classfeatures.RI2EMRBBPNSoTJXu"},{"value":"Compendium.pf2e.classfeatures.GTSvbFb36InvuH0w"},{"value":"Compendium.pf2e.classfeatures.o1gGG36wpn9mxeop"},{"value":"Compendium.pf2e.classfeatures.tZBb3Kh4nJcNoUFI"},{"value":"Compendium.pf2e.classfeatures.W9cF7wZztLDb1WGY"},{"value":"Compendium.pf2e.classfeatures.EslxR2sbDK9XJaAl"},{"value":"Compendium.pf2e.classfeatures.tzDW9l4lBwXCVYtz"}],"flag":"mystery","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Oracle.Mystery.Prompt","selection":"Compendium.pf2e.classfeatures.W9cF7wZztLDb1WGY"},{"flag":"tempest","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.mystery}"}],"slug":"mystery","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"XEWaZcX1kcnmd15j","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7AVspOB6ITNzGFZi"},"pf2e":{"itemGrants":{"castASpell":{"id":"k2IZMmNVkXDRKZHp","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/divine-spellcasting.webp","name":"Divine Spellcasting (Oracle)","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your mystery provides you with divine magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. your unconventional access to this divine power means you can usually replace material components with somatic components, so you don't need to use a material component pouch when casting spells.</p>\n<p>At 1st level, you can cast up to two 1st-level spells per day. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as an oracle, your number of spells per day increases, as does the highest level of spell you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>"},"level":{"value":1},"location":"Pk7DBjQrM8uMHwxi","prerequisites":{"value":[]},"rules":[{"flag":"castASpell","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"}],"slug":"divine-spellcasting-oracle","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wdfLe5CNFefUzLJh","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ibX2EhKkyUtbOHLj"}},"img":"systems/pf2e/icons/features/classes/oracle-curse.webp","name":"Oracular Curse","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies can also provide you with divine benefits.</p>\n<p>The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast revelation spells, your curse intensifies, first to a minor effect and then to a moderate effect.</p>\n<p>Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. The minor effect continues to affect you, though some moderate curse effects might alter the specifics of your minor curse. At higher levels, you can cast more revelation spells, progressing your curse to its major stage and then an extreme stage; these stronger curses are cumulative with the effects of the lower stages and can alter them. When you Refocus while under the effects of your moderate or stronger curse, you reduce your curse's severity to minor in addition to regaining a Focus Point.</p>\n<p>Drawing upon your mystery's power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a revelation spell while under the moderate effect of your curse, you are overwhelmed. While overwhelmed, you can't Cast or Sustain any revelation spells-you effectively lose access to those spells. You can still Refocus to reduce the effects of your curse and regain a Focus Point, but doing so doesn't allow you to cast further revelation spells. These effects last until you rest for 8 hours and make your daily preparations, at which point your curse returns to its basic state. At higher levels, you can grow to withstand your curse's major and even extreme effects, enabling you to cast more revelation spells without becoming overwhelmed.</p>\n<p>Your curse has the curse, divine, and necromancy traits. You can't mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, if your curse makes creatures concealed from you, you can't negate that concealed condition through a magic item or spell, such as true strike (though you would still benefit from the other effects of that item or spell). Likewise, remove curse and similar spells don't affect your curse at all.</p>"},"level":{"value":1},"location":"Pk7DBjQrM8uMHwxi","prerequisites":{"value":[]},"rules":[],"slug":"oracular-curse","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FXkRIFoOPsMYQLxl","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.NXUOtO9NytHQurlg"}},"img":"systems/pf2e/icons/features/classes/revelation-spells.webp","name":"Revelation Spells","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The powers of your mystery manifest in the form of revelation spells, which are a type of focus spell. Casting a revelation spell costs 1 Focus Point and increases the effects of your @UUID[Compendium.pf2e.classfeatures.ibX2EhKkyUtbOHLj]. You start with a focus pool of 2 Focus Points. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to reconcile the conflicting or unconventional nature of your divine mystery.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots (see @UUID[Compendium.pf2e.classfeatures.7AVspOB6ITNzGFZi]). Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>Revelation spells have the cursebound trait, unlike other focus spells. This trait means they increase the severity of your oracular curse (see below) when cast. You can't cast a cursebound spell if you don't have an oracular curse.You learn two revelation spells at 1st level. The first is an initial revelation spell determined by your mystery. The second is an initial domain spell you select from one of the domains associated with your mystery, which you cast as a revelation spell, causing it to gain the cursebound trait.</p>"},"level":{"value":1},"location":"Pk7DBjQrM8uMHwxi","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":9,"value":2}],"slug":"revelation-spells","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ffDXlGbjbKb6dD4f","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.cFe6vFb3gSDyNeS9"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","name":"Spell Repertoire (Oracle)","sort":400,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the divine spell list, or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<h3 class=\"title\"><strong>Swapping Spells in your Repertoire</strong></h3>\n<p>As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.</p>"},"level":{"value":1},"location":"Pk7DBjQrM8uMHwxi","prerequisites":{"value":[]},"rules":[],"slug":"spell-repertoire-oracle","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"kHZYoYGrWiTHDp5A","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.W9cF7wZztLDb1WGY"},"pf2e":{"grantedBy":{"id":"etFmFAsE2W23VDgV","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/tempest-mystery.webp","name":"Tempest","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle's mystery, a source of divine magic not beholden to any deity.</p>\n<p>Your mystery might represent a pantheistic devotion to all the deities with power over the subject of your mystery, veneration of a particular ideal, or a conduit to raw divine energy. Whatever its origin and nature, your mystery determines the revelation spells you can cast and the oracular curse that overtakes your body when you do. You learn skills related to that mystery, gain access to a cantrip, and gain a special benefit drawn from the combined divine knowledge and experience of your mystery.</p>\n<p>The fury of the wind and waves pounds in your heart, whether your power flows from natural storms, a conduit to the elemental Planes of Air and Water, or through reverence of deities such as Gozreh, the tengu god of storms Hei Feng, the demon lord Dagon, or the elemental lords of air and water.</p>\n<p><strong>Mystery Benefit</strong></p>\n<p>You can see perfectly through wind and water, and you send electric charges through both air and water. You never take penalties to Perception from wind, rain, fog, or other precipitation, or from looking through water or being underwater, and such conditions don't cause anything to be concealed from you.</p>\n<p>When you deal physical damage with a non-cantrip air or water spell, you deal an additional 1 electricity damage per spell level.</p>\n<p><strong>Trained Skill</strong> Nature</p>\n<p><strong>Granted Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.kBhaPuzLUSwS6vVf]</em></p>\n<p><strong>Revelation Spells</strong></p>\n<ul>\n<li>Initial <em>@UUID[Compendium.pf2e.spells-srd.EzB9i7R6aBRAtJCh]</em>;</li>\n<li>Advanced <em>@UUID[Compendium.pf2e.spells-srd.LFSwMtQVP05EzlZe]</em>;</li>\n<li>Greater <em>@UUID[Compendium.pf2e.spells-srd.zhqnMOVPzVvWSUbC]</em></li>\n</ul>\n<p><strong>Related Domains</strong> Air, Water</p>\n<h3>Curse of the Perpetual Storm</h3>\n<p>@UUID[Compendium.pf2e.feat-effects.I0g5oaSwaqZ8fFAV]</p>\n<p>You are the center of your own tiny tempest, ever surrounded by wind and rain that worsens the more you tap into your elemental powers. Even when you are calm and at rest, your hair and clothing are blown about by gentle winds, you are slightly damp, and your touch often comes with a static shock.</p>\n<h4>Minor Curse</h4>\n<p>An aura of a whirling storm whips up in a @Template[type:emanation|distance:5] around you and in your space. The aura puts out small non-magical fires 1 round after they're lit or brought into your aura.</p>\n<p>Electrical energy builds up within your storm, turning you into a lightning rod; you gain weakness 2 to electricity, and electricity spells or effects that have additional effects for a creature wearing or holding metal treat you as though you were wearing metal.</p>\n<h4>Moderate Curse</h4>\n<p>Your minor curse's aura expands to a @Template[type:emanation|distance:10] and carries rain on the winds. The whirling winds impose a -2 circumstance penalty on ranged attack rolls using physical ammunition that target you or originate from you.</p>\n<p>Your weakness to electricity increases to 5 or half your level, whichever is greater, but torrential rain grants you an equal amount of fire resistance.</p>\n<h4>Major Curse (11th)</h4>\n<p>Your minor curse's aura expands to a @Template[type:emanation|distance:15] and grows stronger. High winds blowing outward in the aura impede creatures' progress. The aura is difficult terrain for Large and smaller creatures on the ground, and for Huge or smaller flying creatures. You aren't affected by this difficult terrain.</p>\n<p>The electricity arcing through you becomes dangerous. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes [[/r 1d6[electricity]]] damage. As normal, this doesn't affect creatures you touch.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.nat.rank","value":1},{"damageType":"electricity","key":"FlatModifier","predicate":["class:oracle","item:spell-slot","damaging-effect","item:damage:physical",{"or":["air","water"]}],"selector":"spell-damage","value":"@spell.level"}],"slug":"tempest","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"k2IZMmNVkXDRKZHp","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"},"pf2e":{"grantedBy":{"id":"XEWaZcX1kcnmd15j","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Cast a Spell","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":null,"description":{"value":"<p>You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.</p>\n<p>Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, \"[reaction] verbal.\"</p>\n<p><strong>Long Casting</strong> Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted.</p>\n<p><strong>Spell Components</strong> Each spell lists the spell components required to cast it after the action icons or text, such as \"[three-actions] material, somatic, verbal.\" The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.</p>\n<ul>\n<li>Material (manipulate)</li>\n<li>Somatic (manipulate)</li>\n<li>Verbal (concentrate)</li>\n<li>Focus (manipulate)</li>\n</ul>\n<p><strong>Disrupted and Lost Spells</strong> Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg] action, the spell immediately ends.</p>"},"requirements":{"value":""},"rules":[],"slug":"cast-a-spell","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"XHov5yozjEuO7MQP","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR"}},"img":"systems/pf2e/icons/spells/shield.webp","name":"Shield","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.</p>\n<p>While the spell is in effect, you can use the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em> spell.</p>\n<p>Heightening the spell increases the shield's Hardness.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Jemq5UknGdMO7b73]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.QF6RDlCoTvkVHRo4]</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The shield has Hardness 10.</p>\n<p><strong>Heightened (5th)</strong> The shield has Hardness 15.</p>\n<p><strong>Heightened (7th)</strong> The shield has Hardness 20.</p>\n<p><strong>Heightened (9th)</strong> The shield has Hardness 25.</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shield","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"AbMEeYpr58g9zKPa","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.RjuupS9xyXDLgyIr"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Magic Weapon (Level 1)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"scroll"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.TFitdEOpQC4SzKQQ]</em></p><hr /><p>Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.</p>\n<p>To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one 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).</p>\n<p>Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":4}},"quantity":1,"rules":[],"size":"med","slug":"scroll-of-1st-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TFitdEOpQC4SzKQQ"}},"img":"systems/pf2e/icons/spells/magic-weapon.webp","name":"Magic Weapon","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.GnWkI3T3LYRlm3X8]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-weapon","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 weapon that is unattended or wielded by you or a willing ally"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":[]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","arcane","divine","occult"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"vLGffPznull4mVv0","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"7htbsol0azrtzep9","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Korakai (Level 1)","prototypeToken":{"name":"Korakai","texture":{"src":"systems/pf2e/icons/iconics/Korakai.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":15},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["str","dex","wis","cha"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"N"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":2},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":[]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.BjSkVK5xjK4IxqYT"}}}
{"_id":"Eb2G2mRHVd01OKae","img":"systems/pf2e/icons/iconics/FeiyaFull.webp","items":[{"_id":"1n3l96ef9leoqpux","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"versatileHeritage":{"id":"zb4gpnehgvcwe611"}}}},"img":"systems/pf2e/icons/features/ancestry/versatile-heritage.webp","name":"Versatile Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).</p>"},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"versatileHeritage","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.hDGosy2ZTwnyctEP"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.versatileHeritage}"}],"slug":"versatile-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"zb4gpnehgvcwe611","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hDGosy2ZTwnyctEP"},"pf2e":{"grantedBy":{"id":"1n3l96ef9leoqpux"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Oddity Identification","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[{"value":"trained in Occultism"}]},"rules":[{"key":"FlatModifier","label":"Oddity Identification (identify magic with specific traits)","predicate":["action:identify-magic",{"or":["mental","possession","prediction","scrying"]}],"selector":"occultism","type":"circumstance","value":2}],"slug":"oddity-identification","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2jwz10ran5ezqhwj","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.fuTLDmihr9Z9e5wa"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Cultist","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["cha","int"]},"1":{"selected":"wis","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You were (or still are) a member of a cult whose rites may involve sacred dances to ensure a strong harvest or dire rituals that call upon dark powers. You might have taken up adventuring to further your cult's aims, to initiate yourself into the world's grander mysteries, or to flee unsavory practices or strictures.</p>\n<p>Choose two ability boosts. One must be to <strong>Intelligence</strong> or <strong>Charisma</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Occultism skill and the Lore skill related to your deity or cult. You gain the @UUID[Compendium.pf2e.feats-srd.lEgYzFHransLkSvI] skill feat.</p>"},"items":{"hvaw7":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Schooled In Secrets","uuid":"Compendium.pf2e.feats-srd.lEgYzFHransLkSvI"}},"rules":[],"slug":"cultist","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedLore":"<Deity> or <Cult> Lore","trainedSkills":{"value":["occ"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"ue6f8d5khrl07t7u","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lEgYzFHransLkSvI"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Schooled In Secrets","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members.</p>\n<p>You can use Occultism in place of Diplomacy to @UUID[Compendium.pf2e.actionspf2e.plBGdZhqq5JBl1D8] about such groups. 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Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"dancing-lights","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":true},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":["light","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"BLDj11sNlFAP25cz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.vLA0q0WOK2YPuJs6"}},"img":"systems/pf2e/icons/spells/charm.webp","name":"Charm","sort":100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.</p>\n<p>You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected and aware you tried to charm it.</p>\n<p><strong>Success</strong> The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.</p>\n<p><strong>Failure</strong> The target's attitude becomes @UUID[Compendium.pf2e.conditionitems.v66R7FdOf11l94im] toward you. If it was Friendly, it becomes @UUID[Compendium.pf2e.conditionitems.v44P3WUcU1j0115l]. It can't use hostile actions against you.</p>\n<p><strong>Critical Failure</strong> The target's attitude becomes Helpful toward you, and it can't use hostile actions against you.</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The duration lasts until the next time you make your daily preparations.</p>\n<p><strong>Heightened (8th)</strong> The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.</p>"},"duration":{"value":"1 hour"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"charm","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":["emotion","incapacitation","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"wxSitVnKv8laghsD","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.mAMEt4FFbdqoRnkN"}},"img":"systems/pf2e/icons/spells/chill-touch.webp","name":"Chill Touch","sort":100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"negative"},"value":"1d4"}}},"description":{"value":"<p>Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.</p>\n<ul>\n<li><strong>Living Creature</strong> The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 round on a critical failure.</li>\n<li><strong>Undead Creature</strong> The target is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] for 1 round on a failed Fortitude save. On a critical failure, the target is also @UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D] for 1 round unless it succeeds at a Will save.</li>\n</ul>\n<hr />\n<p><strong>Heightened (+1)</strong> The negative damage to living creatures increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"chill-touch","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 living or undead creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","negative"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"NTNkeQ5hZ57p7OJp","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl"}},"img":"systems/pf2e/icons/spells/detect-magic.webp","name":"Detect Magic","sort":300000,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"detect-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"sPYh4Prm6FJ5le6y","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.RA7VKcen3p56rVyZ"}},"img":"systems/pf2e/icons/spells/forbidding-ward.webp","name":"Forbidding Ward","sort":400000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.ctMxYPGEpstvhW9C]</p>\n<hr />\n<p><strong>Heightened (6th)</strong> The status bonus increases to +2.</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"forbidding-ward","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 ally and 1 enemy"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"iRU9tflKtCt1LQDc","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.pwzdSlJgYqN7bs2w"}},"img":"systems/pf2e/icons/spells/mage-hand.webp","name":"Mage Hand","sort":600000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target an unattended object with a Bulk of 1 or less.</p>\n<p><strong>Heightened (5th)</strong> The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.</p>\n<p><strong>Heightened (7th)</strong> The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mage-hand","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 unattended object of light Bulk or less"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"cyOZNUF54iIrwidu","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.60sgbuMWN0268dB7"}},"img":"systems/pf2e/icons/spells/telekinetic-projectile.webp","name":"Telekinetic Projectile","sort":1000000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"untyped"},"value":"1d6"}}},"description":{"value":"<p>You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.</p>\n<hr />\n<p><strong>Critical Success</strong> You deal double damage.</p>\n<p><strong>Success</strong> You deal full damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"telekinetic-projectile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["attack","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"LP7XV3OrqYkmHq0V","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.J7Y7tl0bbdz7TcCc"}},"img":"systems/pf2e/icons/spells/ray-of-enfeeblement.webp","name":"Ray of Enfeeblement","sort":300000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A ray that saps a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save to determine the spell's effect. If your attack roll is a critical success, use the outcome for one degree of success worse than the result of its save.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target becomes @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1}.</p>\n<p><strong>Failure</strong> The target becomes @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 2}.</p>\n<p><strong>Critical Failure</strong> The target becomes @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 3}.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ray-of-enfeeblement","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["attack"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"7ppYg31xK4D9ao96","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.LvezN4a3kYf1OHMg"}},"img":"systems/pf2e/icons/spells/floating-disc.webp","name":"Floating Disk","sort":200000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.</p>\n<p>The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.</p>"},"duration":{"value":"8 hours"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"floating-disk","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"5U7pitdKCIhHhjsc","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.atlgGNI1E1Ox3O3a"}},"img":"systems/pf2e/icons/spells/ghost-sound.webp","name":"Ghost Sound","sort":500000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The range increases to 60 feet.</p>\n<p><strong>Heightened (5th)</strong> The range increases to 120 feet.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ghost-sound","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["auditory","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"YyabCCy2vgTaz08W","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.D442XMADp01qJ7Cs"}},"img":"systems/pf2e/icons/spells/mindlink.webp","name":"Mindlink","sort":250000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mindlink","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["occult"]},"traits":{"rarity":"common","value":["mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"4AA5kROisQ0VR7XI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.R8bqnYiThB6MYTxD"}},"img":"systems/pf2e/icons/spells/phantom-pain.webp","name":"Phantom Pain","sort":275000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"mental"},"value":"2d4"},"1":{"applyMod":false,"type":{"categories":[],"subtype":"persistent","value":"mental"},"value":"1d4"}}},"description":{"value":"<p>Illusory pain wracks the target, dealing 2d4 mental damage and [[/r 1d4[persistent,mental]]]. The target must attempt a Will save.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target takes full initial damage but no @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Mental Damage}, and the spell ends immediately.</p>\n<p><strong>Failure</strong> The target takes full initial and Persistent Damage, and the target is @UUID[Compendium.pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened 1}. If the target recovers from being Sickened, the Persistent Damage ends and the spell ends.</p>\n<p><strong>Critical Failure</strong> As failure, but the target is @UUID[Compendium.pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened 2}.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 2d4 and the Persistent Damage by 1d4.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d4","1":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"phantom-pain","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["occult"]},"traits":{"rarity":"common","value":["mental","nonlethal"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"WCUC1OGESlFQbBb6","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Qw3fnUlaUbnn7ipC"}},"img":"systems/pf2e/icons/spells/prestidigitation.webp","name":"Prestidigitation","sort":650000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.</p>\n<ul>\n<li><strong>Cook</strong> Cool, warm, or flavor 1 pound of nonliving material.</li>\n<li><strong>Lift</strong> <strong>Slowly</strong> lift an unattended object of light Bulk or less 1 foot off the ground.</li>\n<li><strong>Make</strong> Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile-it can't be used as a tool, weapon, or spell component.</li>\n<li><strong>Tidy</strong> Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.</li>\n</ul>\n<p>Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"10 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"prestidigitation","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":true},"target":{"value":"1 object (cook, lift, or tidy only)"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"GH7ZPQGC0oVhEKFz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.OhD2Z6rIGGD5ocZA"}},"img":"systems/pf2e/icons/spells/read-aura.webp","name":"Read Aura","sort":675000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.</p>\n<p>If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target up to 10 objects.</p>\n<p><strong>Heightened (6th)</strong> You can target any number of objects.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"read-aura","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object"},"time":{"value":"1 Minute"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"stxAp068ukhqNZcU","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.AUctDF2fqPZN2w4W"}},"img":"systems/pf2e/icons/spells/sigil.webp","name":"Sigil","sort":900000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The sigil instead fades after 1 month.</p>\n<p><strong>Heightened (5th)</strong> The sigil instead fades after 1 year.</p>\n<p><strong>Heightened (7th)</strong> The sigil never fades.</p>"},"duration":{"value":"unlimited"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"sigil","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature or object"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"XWb4SyIQPjoWZ7Kq","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Focus Occult Spells","sort":0,"system":{"ability":{"value":"int"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"focus"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"tK21POTeinoN9VQ5","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.f45JpY7Ph2cAJGW2"}},"img":"systems/pf2e/icons/spells/evil-eye.webp","name":"Evil Eye","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You fix your eye on the target, imposing a malevolent hex. The target becomes frightened based on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute.</p>\n<hr />\n<p><strong>Success</strong> The target is unaffected.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1}.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 2}.</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"XWb4SyIQPjoWZ7Kq"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"evil-eye","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["cantrip","curse","emotion","fear","hex","mental","witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"co8upTB5avgh237g","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rMOI8JFJ0nT2mrCF"}},"img":"systems/pf2e/icons/spells/phase-familiar.webp","name":"Phase Familiar","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p><strong>Trigger</strong> Your familiar would take damage.</p>\n<hr />\n<p><strong>Effect</strong> You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> Increase the resistance by 2.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"XWb4SyIQPjoWZ7Kq"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"phase-familiar","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"your familiar"},"time":{"value":"reaction"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["witch","hex"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"RHxjTV1q5e2PwFPb","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.YVK3JUkPVzHIeGXQ"}},"img":"systems/pf2e/icons/spells/cackle.webp","name":"Cackle","sort":-100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>With a quick burst of laughter, you prolong a magical effect you created. You @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg] as a free action.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"XWb4SyIQPjoWZ7Kq"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"cackle","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"free"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"AAHW9qkdf4wunscH","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"dex","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"int","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"EjgGP0NqEEZsvrCl","flags":{"core":{"sourceId":"Compendium.pf2e.classes.bYDXk9HUMKOuym9h"}},"img":"systems/pf2e/icons/classes/witch.webp","name":"Witch","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":"<p><em>You command powerful magic, not through study or devotion to any ideal, but as a vessel or agent for a mysterious, otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, a manifestation of natural energies, an ancient spirit, or any other mighty supernatural being-but its nature is likely as much a mystery to you as it is to anyone else. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you're never certain if these gifts will end up serving your patron's larger plan.</em></p>\n<p><strong>Key Ability: INTELLIGENCE</strong></p>\n<p>At 1st level, your class gives you an ability boost to Intelligence.</p>\n<p><strong>Hit Points: 6 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1 class=\"title\">Roleplaying the Witch</h1>\n<h2 class=\"title\">During Combat Encounters...</h2>\n<p>You cast spells to change the course of battle. You use magical hexes to hamper enemies and aid allies, while leveraging more powerful spells to control the battlefield, heal, or harm, aided by your extraordinary familiar, brewed potions, and magical items.</p>\n<h2 class=\"title\">During Social Encounters...</h2>\n<p>You provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your patron's magic to charm or deceive others.</p>\n<h2 class=\"title\">While Exploring...</h2>\n<p>You remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way. Your familiar might aid you through its own considerable set of exceptional abilities.</p>\n<h2 class=\"title\">In Downtime...</h2>\n<p>You brew potions, craft other magical items, or hunt for new spells for your familiar to learn. You might try to learn more about your patron, their aims, or your own powers, and you might seek out the company of other witches for collaboration or community.</p>\n<h2 class=\"title\">You Might...</h2>\n<ul>\n<li>Strive to learn more about your patron or familiar, your patron's goals, why they chose to empower you, and how you fit into their plans.</li>\n<li>Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides.</li>\n<li>View your familiar as a steadfast ally, a dear friend, or a necessary nuisance, depending on its personality.</li>\n</ul>\n<h2 class=\"title\">Others Probably...</h2>\n<ul>\n<li>Wonder about the nature of your patron and the source of your magic, worrying you'll turn on them or that you unknowingly serve to a foul power.</li>\n<li>Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.</li>\n<li>Take care not to offend you, fearful that you'll place a malicious hex on them if you're angered.</li>\n</ul>\n<h1 class=\"title\">Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2 class=\"title\">Perception</h2>\n<p>Trained in Perception</p>\n<h2 class=\"title\">Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2 class=\"title\">Skills</h2>\n<p>Trained in one skill determined by your patron</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2 class=\"title\">Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2 class=\"title\">Defenses</h2>\n<p>Untrained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2 class=\"title\">Spells</h2>\n<p>Trained in spell attack rolls of your spellcasting tradition, determined by your patron</p>\n<p>Trained in spell DCs of your spellcasting tradition, determined by your patron</p>\n<h1 class=\"title\">Class Features</h1>\n<p>You gain these features as a Witch. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, patron, familiar, witch spellcasting, hexes</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Skill feat, witch feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Skill feat, witch feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, magical fortitude, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Familiar ability, skill feat, witch feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Skill feat, witch feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, skill feat, witch feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, alertness, general feat, skill increase, weapon expertise</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Familiar ability, skill feat, witch feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Skill feat, witch feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Skill feat, witch feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Familiar ability, skill feat, witch feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, legendary spellcaster, patron's gift, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, skill feat, witch feat</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2 class=\"title\">Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2 class=\"title\">Patron</h2>\n<p>You weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.</p>\n<p>A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are-certain combinations of themes and lessons suggest particular patrons or agendas-but patrons empower witches for their own secretive reasons, which they rarely reveal in full.</p>\n<p>At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar.</p>\n<h2 class=\"title\">Familiar</h2>\n<p>Your patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the basic rules for familiars, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.</p>\n<p>Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting (see below). Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.</p>\n<p>Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.</p>\n<p>Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the @UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW] exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.</p>\n<p>If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.</p>\n<h2 class=\"title\">Witch Spellcasting</h2>\n<p>Using your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2-7: Witch Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.</p>\n<h3 class=\"title\"><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3 class=\"title\"><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a witch. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* The patron conduit class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Hexes</h2>\n<p>Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.</p>\n<p>Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the @UUID[Compendium.pf2e.actionspf2e.OSefkMgojBLqmRDh] activity to commune with your familiar.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>You learn the <em>@UUID[Compendium.pf2e.spells-srd.rMOI8JFJ0nT2mrCF]</em> hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.</p>\n<p><strong>Hex Cantrips</strong></p>\n<p>Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.</p>\n<h2 class=\"title\">Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2 class=\"title\">Witch Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level, you gain a witch class feat.</p>\n<h2 class=\"title\">General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2 class=\"title\">Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2 class=\"title\">Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2 class=\"title\">Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2 class=\"title\">Magical Fortitude<span style=\"float:right\">Level 5</span></h2>\n<p>Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2 class=\"title\">Expert Spellcaster<span style=\"float:right\">Level 7</span></h2>\n<p>Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for your witch spellcasting increase to expert.</p>\n<h2 class=\"title\">Lightning Reflexes<span style=\"float:right\">Level 9</span></h2>\n<p>Your reflexes are lightning fast, helping you to avoid danger. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2 class=\"title\">Alertness<span style=\"float:right\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2 class=\"title\">Weapon Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.</p>\n<h2 class=\"title\">Defensive Robes<span style=\"float:right\">Level 13</span></h2>\n<p>The flow of magic through your spellcasting and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.</p>\n<h2 class=\"title\">Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You can inflict greater injuries with the weapons you know. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.</p>\n<h2 class=\"title\">Master Spellcaster<span style=\"float:right\">Level 15</span></h2>\n<p>You've achieved mastery over your patron's magic. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to master.</p>\n<h2 class=\"title\">Resolve<span style=\"float:right\">Level 17</span></h2>\n<p>Communion with your familiar has steeled your mental fortitude. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2 class=\"title\">Legendary Spellcaster<span style=\"float:right\">Level 19</span></h2>\n<p>You've perfected your command of the magic your patron provides. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to legendary.</p>\n<h2 class=\"title\">Patron's Gift<span style=\"float:right\">Level 19</span></h2>\n<p>Your patron grants you the power to command incredible works of magic. You gain a single 10th-level spell slot and can prepare a spell in that slot using witch spellcasting. Unlike with other spell slots, these spell slots can't be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You don't gain more 10th-level spells as you level up, though you can take the @UUID[Compendium.pf2e.feats-srd.SelPslNtTfzxp7fs] feat to gain a second slot.</p>\n<h2 class=\"title\">Patron Themes</h2>\n<p>Each patron has a theme, regardless of their nature or identity. This theme describes the forces over which the patron grants a witch influence. Some patrons are multifaceted, granting different themes and teaching different lessons to different witches. Your patron's theme determines the following.</p>\n<ul>\n<li><strong>Spell List</strong> You use this magical tradition and spell list.</li>\n<li><strong>Patron Skill</strong> You become trained in the listed skill.</li>\n<li><strong>Hex Cantrip</strong> You gain this special hex cantrip.</li>\n<li><strong>Granted Spell</strong> Your familiar automatically learns the spell listed here, in addition to those you gain through witch spellcasting.</li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.VVMMJdIWL7fAsQf3]</strong></p>\n<p>Baba Yaga teaches you how to transfer spirits into objects and freeze your foes. A witch with Baba Yaga as their patron can choose an inanimate object as a familiar. If they do, they still can gain master abilities and some familiar abilities that don't require movement. The object familiar has no Speeds and must select a Speed familiar ability before it can move, coming to life in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day.</p>\n<ul>\n<li><strong>Spell List</strong> occult</li>\n<li><strong>Patron Skill</strong> Occultism</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.yp4w9SG4RuqRM8KD]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.8TQiFzGf4feoHeH0]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.NAXRmMjj0gcyD7ie]</strong></p>\n<p>Foiling foes and undermining those who stand in your way are the tools of the curse patrons.</p>\n<ul>\n<li><strong>Spell List</strong> occult</li>\n<li><strong>Patron Skill</strong> Occultism</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.f45JpY7Ph2cAJGW2]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.J7Y7tl0bbdz7TcCc]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.qMZiTugiLCEmkg8h]</strong></p>\n<p>Through your patron, you gain glimpses of the future and insight into the ever-woven tapestry of time.</p>\n<ul>\n<li><strong>Spell List</strong> occult</li>\n<li><strong>Patron Skill</strong> Occultism</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.G0T1xv1FoZ23Jxvt]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.4IfYHrQMosJNM8hv]</strong></p>\n<p>Your patron represents a grand ideal or goal, granting you magic to further their mission and bring others to the cause.</p>\n<ul>\n<li><strong>Spell List</strong> divine</li>\n<li><strong>Patron Skill</strong> Religion</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.GeUbPvwdZ4B4l0up]</em></li>\n<li><strong>Granted Spell</strong> <em>Compendium[pf2e.spells-srd.Command]{Command}</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.XFTWJO6txmLNRLae]</strong></p>\n<p>Your patron speaks from the shadows, granting you power over darkness and dreams.</p>\n<ul>\n<li><strong>Spell List</strong> occult</li>\n<li><strong>Patron Skill</strong> Occultism</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.cE7PRAX8Up7fmYef]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.o4lRVTwSxnOOn5vl]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.ejmSQOJR5lJv1pzh]</strong></p>\n<p>Your patron is one of sigils and symbols, tomes and texts, words and wisdom.</p>\n<ul>\n<li><strong>Spell List</strong> arcane</li>\n<li><strong>Patron Skill</strong> Arcana</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.UmXhuKrYZR3W16mQ]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.TFitdEOpQC4SzKQQ]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.x2gzQMPvLwHWDdAC]</strong></p>\n<p>The wild places of the world feel the touch of your patron.</p>\n<ul>\n<li><strong>Spell List</strong> primal</li>\n<li><strong>Patron Skill</strong> Nature</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.GdN5YQE47gd79k7X]</em></li>\n<li><strong>Granted Spell</strong> your choice of <em>@UUID[Compendium.pf2e.spells-srd.4YnON9JHYqtLzccu]</em> or <em>@UUID[Compendium.pf2e.spells-srd.jSRAyd57kd4WZ4yE]</em></li>\n</ul>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.qf12ubZ07Q0z0NcN]</strong></p>\n<p>Your patron reflects the frozen reaches of the world, bitterly cruel to those who underestimate that power.</p>\n<ul>\n<li><strong>Spell List</strong> primal</li>\n<li><strong>Patron Skill</strong> Nature</li>\n<li><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.MraZBLJ4Be3ogmWL]</em></li>\n<li><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.g8QqHpv2CWDwmIm1]</em></li>\n</ul>\n<h2 class=\"title\">Witch Lessons</h2>\n<p>A witch's knowledge from their patron comes in the form of lessons, which you can learn by selecting feats like Basic Lesson. Each lesson grants you a hex and teaches your familiar a new spell, adding it to the spells you can prepare using your witch spellcasting. You gain this spell even if it's not on your tradition's spell list.</p>\n<p><strong>BASIC LESSONS</strong></p>\n<p>You can select from these lessons when a feat or another effect grants you a basic lesson.</p>\n<ul>\n<li><span style=\"text-decoration:underline\">Lesson of Dreams</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.NNoKWiWKqJkdD2ln]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.o4lRVTwSxnOOn5vl]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of the Elements</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.f9uqHnNBMU0774SF]</em> hex. Your familiar learns your choice of <em>@UUID[Compendium.pf2e.spells-srd.y6rAdMK6EFlV6U0t]</em>, <em>@UUID[Compendium.pf2e.spells-srd.W69zswpj0Trdy5rj]</em>, <em>@UUID[Compendium.pf2e.spells-srd.jfVCuOpzC6mUrf6f]</em>, or <em>@UUID[Compendium.pf2e.spells-srd.Rn2LkoSq1XhLsODV]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Life</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.fAlzXtQAASaJx0mY]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.yHujiDQPdtXW797e]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Protection</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.dFejDNEmVj3CwYLL]</em> hex; your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.aAbfKn8maGjJjk2W]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Vengeance</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.aEitTTb9PnOyidRf]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.R8bqnYiThB6MYTxD]</em>.</li>\n</ul>\n<p><strong>GREATER LESSONS</strong></p>\n<p>You can select from these lessons when a feat or other effect grants you a greater lesson.</p>\n<ul>\n<li><span style=\"text-decoration:underline\">Lesson of Mischief</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.FrKPwgFxWIGMGgs4]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.tFKJCPvOQZxKq6ON]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Shadow</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.vhMCd15ZwNJn0zen]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.sRfSBHWHdbIa0aGc]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Snow</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.g4MAIQodRDVfNp1B]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.it4ZsAi6XgvGcodc]</em>.</li>\n</ul>\n<p><strong>MAJOR LESSONS</strong></p>\n<p>You can select from these lessons when a feat or other effect grants you a major lesson.</p>\n<ul>\n<li><span style=\"text-decoration:underline\">Lesson of Death</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.nQS4vPm5zprqkzFZ]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.IkGYwHRLhkuoGReG]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of Renewal</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.pCvJ4yoZJxDtgUMI]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.x5rGOmhDRDVQPrnW]</em>.</li>\n<li><span style=\"text-decoration:underline\">Lesson of the Frozen Queen</span>: You gain the <em>@UUID[Compendium.pf2e.spells-srd.ZyREiMaul0VhDYh3]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.R5FHRv7VqyRnxg2t]</em>.</li>\n</ul>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":6,"items":{"1ddf6":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":9,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"568ec":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":11,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"58uhg":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"},"5a5an":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"ac5cq":{"img":"systems/pf2e/icons/features/classes/defensive-robes.webp","level":13,"name":"Defensive Robes","uuid":"Compendium.pf2e.classfeatures.gU7epgcPSm0TD1UK"},"dmo5u":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"jj4q5":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":17,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"q4i1v":{"img":"systems/pf2e/icons/features/classes/witch-spellcasting.webp","level":1,"name":"Witch Spellcasting","uuid":"Compendium.pf2e.classfeatures.zT6QiTMxxj8JYoN9"},"qo3f2":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"rmucq":{"img":"systems/pf2e/icons/features/classes/familiar.webp","level":1,"name":"Familiar (Witch)","uuid":"Compendium.pf2e.classfeatures.yksPhweBZYVCsE1A"},"sbys9":{"img":"systems/pf2e/icons/features/classes/hexes.webp","level":1,"name":"Hexes","uuid":"Compendium.pf2e.classfeatures.9uLh5z2uPo6LDFRY"},"tasue":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Patron","uuid":"Compendium.pf2e.classfeatures.KPtF29AaeX2sJW0K"},"vkt9a":{"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","level":5,"name":"Magical Fortitude","uuid":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"},"vq6ja":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"x762n":{"img":"systems/pf2e/icons/features/classes/patrons-gift.webp","level":19,"name":"Patron's Gift","uuid":"Compendium.pf2e.classfeatures.cDnFXfl3i5Z2l7JP"}},"keyAbility":{"value":["int"]},"perception":1,"rules":[],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"witch","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedSkills":{"additional":3,"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"0IRqezBFULUcR2fs","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.KPtF29AaeX2sJW0K"},"pf2e":{"itemGrants":{"cursePatron":{"id":"KRz3SbrVCLtif37Y","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Patron","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.</p>\n<p>A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures workingin tandem. As you gain more of your patron's power, you might learn more about who or what they are-certain combinations of themes and lessons suggest particular patrons or agendas-but patrons empower witches for their own secretive reasons, which they rarely reveal in full.</p>\n<p>At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar.</p>"},"level":{"value":1},"location":"EjgGP0NqEEZsvrCl","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.{actor|system.proficiencies.aliases.witch}.rank","predicate":["class:witch"],"value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}},{"adjustName":false,"allowedDrops":{"label":"level 1 Witch feature","predicate":["item:trait:witch","item:level:1"]},"choices":[{"value":"Compendium.pf2e.classfeatures.VVMMJdIWL7fAsQf3"},{"value":"Compendium.pf2e.classfeatures.NAXRmMjj0gcyD7ie"},{"value":"Compendium.pf2e.classfeatures.qMZiTugiLCEmkg8h"},{"value":"Compendium.pf2e.classfeatures.4IfYHrQMosJNM8hv"},{"value":"Compendium.pf2e.classfeatures.XFTWJO6txmLNRLae"},{"value":"Compendium.pf2e.classfeatures.ejmSQOJR5lJv1pzh"},{"value":"Compendium.pf2e.classfeatures.x2gzQMPvLwHWDdAC"},{"value":"Compendium.pf2e.classfeatures.qf12ubZ07Q0z0NcN"},{"value":"Compendium.pf2e.classfeatures.zy0toWeGIeQstbT4"},{"value":"Compendium.pf2e.classfeatures.IuQ7wMznDwvBnmXX"}],"flag":"patron","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Witch.Patron.Prompt","selection":"Compendium.pf2e.classfeatures.NAXRmMjj0gcyD7ie"},{"flag":"cursePatron","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.patron}"}],"slug":"patron","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"oWjnmAOj2SdWE1my","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.yksPhweBZYVCsE1A"}},"img":"systems/pf2e/icons/features/classes/familiar.webp","name":"Familiar (Witch)","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the normal familiar rules, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.</p>\n<p>Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting (see below). Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.</p>\n<p>Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.</p>\n<p>Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the @UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW] exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.</p>\n<p>If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.</p>"},"level":{"value":1},"location":"EjgGP0NqEEZsvrCl","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.familiarAbilities.value","priority":9,"value":2},{"key":"ActiveEffectLike","mode":"add","path":"system.attributes.familiarAbilities.value","value":{"brackets":[{"end":5,"value":1},{"end":11,"start":6,"value":2},{"end":17,"start":12,"value":3},{"start":18,"value":4}]}}],"slug":"familiar-witch","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"RMYMCNi25oqplanM","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.9uLh5z2uPo6LDFRY"}},"img":"systems/pf2e/icons/features/classes/hexes.webp","name":"Hexes","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.</p>\n<p>Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>You learn the <em>@UUID[Compendium.pf2e.spells-srd.rMOI8JFJ0nT2mrCF]</em> hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.</p>\n<h3>Hex Cantrips</h3>\n<p>Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.</p>"},"level":{"value":1},"location":"EjgGP0NqEEZsvrCl","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":10,"value":1}],"slug":"hexes","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Z9bwC99DLVubt3MQ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.zT6QiTMxxj8JYoN9"},"pf2e":{"itemGrants":{"castASpell":{"id":"hzcPWnpy5WSOfPQZ","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/witch-spellcasting.webp","name":"Witch Spellcasting","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Using your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.</p>\n<h3>Heightening Spells</h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3>Cantrips</h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a witch. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.</p>"},"level":{"value":1},"location":"EjgGP0NqEEZsvrCl","prerequisites":{"value":[]},"rules":[{"flag":"castASpell","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"}],"slug":"witch-spellcasting","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"KRz3SbrVCLtif37Y","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.NAXRmMjj0gcyD7ie"},"pf2e":{"grantedBy":{"id":"0IRqezBFULUcR2fs","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/curse-patron.webp","name":"Curse Patron","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Foiling foes and undermining those who stand in your way are the tools of the curse patrons.</p>\n<p><strong>Spell List</strong> occult</p>\n<p><strong>Patron Skill</strong> Occultism</p>\n<p><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.f45JpY7Ph2cAJGW2]</em></p>\n<p><strong>Granted Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.J7Y7tl0bbdz7TcCc]</em></p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.occ.rank","value":1},{"key":"ActiveEffectLike","mode":"override","path":"system.proficiencies.aliases.witch","priority":39,"value":"occult"}],"slug":"curse-patron","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"hzcPWnpy5WSOfPQZ","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"},"pf2e":{"grantedBy":{"id":"Z9bwC99DLVubt3MQ","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Cast a Spell","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":null,"description":{"value":"<p>You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.</p>\n<p>Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, \"[reaction] verbal.\"</p>\n<p><strong>Long Casting</strong> Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted.</p>\n<p><strong>Spell Components</strong> Each spell lists the spell components required to cast it after the action icons or text, such as \"[three-actions] material, somatic, verbal.\" The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.</p>\n<ul>\n<li>Material (manipulate)</li>\n<li>Somatic (manipulate)</li>\n<li>Verbal (concentrate)</li>\n<li>Focus (manipulate)</li>\n</ul>\n<p><strong>Disrupted and Lost Spells</strong> Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg] action, the spell immediately ends.</p>"},"requirements":{"value":""},"rules":[],"slug":"cast-a-spell","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"ACLo7SIiRgg0dNGa","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":1200000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"quantity":1,"rules":[],"size":"med","slug":"healers-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"fWChyA7z7mOnT7kT","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":1300000,"system":{"baseItem":null,"containerId":"xSGqw2Kbg0Pv8suP","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"Zerst6FUfiaQL2ne","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.RjuupS9xyXDLgyIr"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Pet Cache (Level 1)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"scroll"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.F1nlmqOIucch3Cmt]</em></p><hr /><p>Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.</p>\n<p>To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one 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).</p>\n<p>Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":4}},"quantity":1,"rules":[],"size":"med","slug":"scroll-of-1st-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.F1nlmqOIucch3Cmt"}},"img":"systems/pf2e/icons/spells/pet-cache.webp","name":"Pet Cache","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.</p>\n<p>You can @UUID[Compendium.pf2e.actionspf2e.AjLSHZSWQ90exdLo] the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).</p>"},"duration":{"value":"8 hours"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":""},"materials":{"value":""},"prepared":{"value":false},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"pet-cache","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 willing creature that is your animal companion or familiar"},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["extradimensional"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","arcane","divine","occult","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"0ZZmkztXN2ylPRpY","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR"}},"img":"systems/pf2e/icons/spells/shield.webp","name":"Shield","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.</p>\n<p>While the spell is in effect, you can use the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em> spell.</p>\n<p>Heightening the spell increases the shield's Hardness.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Jemq5UknGdMO7b73]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.QF6RDlCoTvkVHRo4]</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The shield has Hardness 10.</p>\n<p><strong>Heightened (5th)</strong> The shield has Hardness 15.</p>\n<p><strong>Heightened (7th)</strong> The shield has Hardness 20.</p>\n<p><strong>Heightened (9th)</strong> The shield has Hardness 25.</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shield","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"xthReAERkz2ZOVE9","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.szIyEsvihc5e1w8n"}},"img":"systems/pf2e/icons/spells/soothe.webp","name":"Soothe","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":""},"value":"1d10+4"}}},"description":{"value":"<p>You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.nkk4O5fyzrC0057i]</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing increases by 1d10+4.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d10+4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"TaRCrQs0PsKD5Gr9"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"soothe","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["occult"]},"traits":{"rarity":"common","value":["emotion","healing","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"}],"name":"Feiya (Level 1)","prototypeToken":{"name":"Feiya","texture":{"src":"systems/pf2e/icons/iconics/Feiya.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":15},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["int","wis","con","dex"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"CG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":"Avistan"},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":2},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":1},"ath":{"rank":0},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":1},"nat":{"rank":1},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":1},"soc":{"rank":0},"ste":{"rank":1},"sur":{"rank":1},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["aklo","goblin","jotun","skald","tien"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.Eb2G2mRHVd01OKae"}}}
{"_id":"Gq53oll31r1ZgJzK","img":"systems/pf2e/icons/iconics/SeelahFull.webp","items":[{"_id":"SgRI5fYWoxnoCnWy","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.moVRsnpjB5THCwxE"}},"img":"systems/pf2e/icons/default-icons/mystery-man.svg","name":"Street Urchin","sort":900000,"system":{"boosts":{"0":{"selected":"con","value":["con","dex"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Constitution</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin (such as Absalom Lore or Magnimar Lore). You gain the @UUID[Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ] skill feat.</p>"},"items":{"jpni5":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Pickpocket","uuid":"Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ"}},"rules":[],"slug":"street-urchin","source":{"value":""},"trainedLore":"<City> Lore","trainedSkills":{"value":["thi"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"FGX3IHdm8EyaO98M","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Pickpocket","sort":1000000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can Steal or Palm an Object that's closely guarded, such as in a pocket, without taking the -5 penalty. You can't steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a -5 penalty.</p>"},"level":{"value":1},"location":"SgRI5fYWoxnoCnWy","prerequisites":{"value":[{"value":"trained in Thievery"}]},"rules":[],"slug":"pickpocket","source":{"value":""},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8MpvI60ecSRl7lhz","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Absalom Lore","sort":1100000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"OucS7hjUxDkN3PrP","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Rfyhlyql1GSoDkI2"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Skill","sort":1200000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"natural-skill","source":{"value":""},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"NC0DWQ90hsKCrFCV","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.iTdbkP07UFMOo1rI"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ranged Reprisal","sort":1400000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[{"value":"paladin cause"}]},"rules":[],"slug":"ranged-reprisal","source":{"value":""},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"WMLFYEEdLHkDzy0k","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.EAP98XaChJEbgKcK"}},"img":"systems/pf2e/icons/actions/Reaction.webp","name":"Retributive Strike","sort":1600000,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Trigger</strong> An enemy damages your ally, and both are within 15 feet of you</p>\n<hr />\n<p>You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.DawVHfoPKbPJsz4k]</p>"},"requirements":{"value":""},"rules":[],"slug":"retributive-strike","source":{"value":""},"traits":{"rarity":"common","value":["champion"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"PZwexFB6fnpgIWHq","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Focus Spells","sort":1700000,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"focus"},"proficiency":{"value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":16,"item":0,"mod":3,"value":6},"tradition":{"value":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"DcWzGz3oZTaMsPoD","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.zNN9212H2FGfM7VS"}},"img":"systems/pf2e/icons/spells/lay-on-hands.webp","name":"Lay on Hands","sort":-100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"positive"},"value":"6"}}},"description":{"value":"<p>Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch.</p>\n<p>If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.lyLMiauxIVUM3oF1]</p>\n<p>Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round.</p>\n<p><em>@UUID[Compendium.pf2e.spells-srd.IxyD7YdRbSSucxZp]</em></p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing increases by 6, and the damage to an undead target increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"PZwexFB6fnpgIWHq"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"lay-on-hands","source":{"value":""},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living creature or 1 undead creature"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["champion","healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"PtzSHcdBxGZq7WCw","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":2000000,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible</p>"},"equipped":{"carryType":"worn","inSlot":true,"invested":null},"equippedBulk":{"value":"0"},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"2"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"backpack","source":{"value":""},"stackGroup":null,"stowing":true,"traits":{"rarity":"common","value":[]},"usage":{"value":"wornbackpack"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"backpack"},{"_id":"noCJzHmoWdBYtWt9","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":2100000,"system":{"baseItem":null,"containerId":"PtzSHcdBxGZq7WCw","description":{"value":"<p>50 feet of rope.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":5}},"quantity":1,"rules":[],"size":"med","slug":"rope","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"oabU4aVd8yGCRPGa","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":2200000,"system":{"baseItem":null,"containerId":"PtzSHcdBxGZq7WCw","description":{"value":"<p>When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":1,"rules":[],"size":"med","slug":"waterskin","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"jNhPAGHGwkPXGzsj","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":2300000,"system":{"baseItem":null,"containerId":"PtzSHcdBxGZq7WCw","description":{"value":""},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":10,"rules":[],"size":"med","slug":"chalk","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"KbggvCVCidlwHKNX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":2400000,"system":{"baseItem":null,"containerId":"PtzSHcdBxGZq7WCw","description":{"value":"<p>Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time‑consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":1,"rules":[],"size":"med","slug":"flint-and-steel","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"sNAZT40Y64R9rFBO","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":2700000,"system":{"baseItem":null,"containerId":"PtzSHcdBxGZq7WCw","description":{"value":"<p>A rolled up bed.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"bedroll","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"WTb3VDgG85c66wF8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":2800000,"system":{"baseItem":null,"containerId":"PtzSHcdBxGZq7WCw","description":{"value":"<p>Bar of soap.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"soap","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"MbzvRYDV9XGWJPrr","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.vLGDUFrg4yGzpTQX"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/repair-kit.webp","name":"Repair Kit","sort":2900000,"system":{"baseItem":null,"containerId":"PtzSHcdBxGZq7WCw","description":{"value":"<p>A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. 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Upon drinking this elixir, you regain [[/r 1d6[healing]]]{1d6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lPRuIRbu0rHBkoKY]</p>"},"equipped":{"carryType":"held","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-minor","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"xNoakPRbRnpdNbUN","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.LJdbVTOZog39EEbi"}},"img":"systems/pf2e/icons/equipment/weapons/longsword.webp","name":"Longsword","sort":3200000,"system":{"MAP":{"value":""},"baseItem":"longsword","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d8"},"description":{"value":"<p>Longswords can be one‑edged or two‑edged swords. Their blades are heavy and they're between 3 and 4 feet in length.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":1}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"longsword","source":{"value":""},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["versatile-p"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"v1TglYClNbKvS6fr","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Yr9yCuJiAlFh3QEB"}},"img":"systems/pf2e/icons/equipment/shields/steel-shield.webp","name":"Steel Shield","sort":3300000,"system":{"armor":{"value":2},"baseItem":null,"category":"shield","check":{"value":0},"containerId":null,"description":{"value":"<p>Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Hardness</th>\n<th>HP</th>\n<th>BT</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>5</td>\n<td>20</td>\n<td>10</td>\n</tr>\n</tbody>\n</table>"},"dex":{"value":0},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":null,"hardness":5,"hp":{"brokenThreshold":10,"max":20,"value":20},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"steel-shield","source":{"value":""},"speed":{"value":0},"stackGroup":null,"strength":{"value":0},"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"xXTjTbvNbDIn0iZC","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.hIgqLgH3YcLZBeoT"}},"img":"systems/pf2e/icons/equipment/weapons/shortbow.webp","name":"Shortbow","sort":3400000,"system":{"MAP":{"value":""},"baseItem":"shortbow","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"bow","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":3}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":60,"reload":{"value":"0"},"rules":[],"selectedAmmoId":"9UpbwRyDxC6sEoaP","size":"med","slug":"shortbow","source":{"value":""},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["deadly-d10"]},"usage":{"value":"held-in-one-plus-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"9UpbwRyDxC6sEoaP","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.w2ENw2VMPcsbif8g"}},"img":"systems/pf2e/icons/equipment/weapons/arrows.webp","name":"Arrows","sort":3500000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.</p>"},"equipped":{"carryType":"held","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"per":10,"value":{"sp":1}},"quantity":20,"rules":[],"size":"med","slug":"arrows","source":{"value":""},"stackGroup":"arrows","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"HqvlB0UWhWNdGQjt","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":3600000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":2,"rules":[],"size":"med","slug":"gold-pieces","source":{"value":""},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"Rq3QhgJNsHKezuQ0","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5Ew82vBF9YfaiY9f"}},"img":"systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp","name":"Silver Pieces","sort":3700000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":3,"rules":[],"size":"med","slug":"silver-pieces","source":{"value":""},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"tUqR1e5UCYyBCOsL","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.xjGwis0uaC2305pm"}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Raise a Shield","sort":3800000,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p><strong>Requirements</strong> You are wielding a shield</p>\n<hr />\n<p>You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.2YgXoHvJfrDHucMr]</p>"},"requirements":{"value":""},"rules":[],"slug":"raise-a-shield","source":{"value":""},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"JovSlwornJBavu3v","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":2500000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"PtzSHcdBxGZq7WCw","description":{"value":""},"equipped":{"carryType":"stowed","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":4}},"quantity":2,"rules":[],"size":"med","slug":"rations","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"6dxfnsdqwlu93wog","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":1300000,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"tfj38414d3b1ctbg","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ehL7mnkqxN5wIkgu"},"pf2e":{"itemGrants":{"deityAndCause":{"id":"r17phcelt9hpv9fz"},"deityAndCause2":{"id":"8ok198ckmhuhu3nq"}}}},"img":"systems/pf2e/icons/features/classes/deity.webp","name":"Deity and Cause","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Champions are divine servants of a deity. Choose a deity to follow; your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity's ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity's entry. You and your GM determine whether other acts are anathema. You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion's reaction, grants you a devotion spell, and defines part of your champion's code.</p>\n<ul>\n<li>LG @UUID[Compendium.pf2e.classfeatures.peEXunfbSD8WcMFk]</li>\n<li>NG @UUID[Compendium.pf2e.classfeatures.UyuwFp0jQqYL2AdF]</li>\n<li>CG @UUID[Compendium.pf2e.classfeatures.FCoMFUsth4xB4veC]</li>\n<li>LE @UUID[Compendium.pf2e.classfeatures.HiIvez0TqESbleB5]</li>\n<li>NE @UUID[Compendium.pf2e.classfeatures.8YIA0jh64Ecz0TG6]</li>\n<li>CE @UUID[Compendium.pf2e.classfeatures.EQ6DVIQHAUXUhY6Y]</li>\n</ul>"},"level":{"value":1},"location":"d5iy3sctonax1gc4","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"predicate":["item:type:deity"]},"choices":{"itemType":"deity","pack":"pf2e.deities","query":"{}"},"flag":"deity","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Deity","selection":"Compendium.pf2e.deities.eErEiVmBqltYXFJ6"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.deity}"},{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.DeityAndCause.AllowedDrops","predicate":["item:level:1","item:trait:champion","item:type:feature"]},"choices":[{"predicate":["deity:primary:alignment:follower:lg"],"value":"Compendium.pf2e.classfeatures.peEXunfbSD8WcMFk"},{"predicate":["deity:primary:alignment:follower:ng"],"value":"Compendium.pf2e.classfeatures.UyuwFp0jQqYL2AdF"},{"predicate":["deity:primary:alignment:follower:cg"],"value":"Compendium.pf2e.classfeatures.FCoMFUsth4xB4veC"},{"predicate":["deity:primary:alignment:follower:le"],"value":"Compendium.pf2e.classfeatures.HiIvez0TqESbleB5"},{"predicate":["deity:primary:alignment:follower:ne"],"value":"Compendium.pf2e.classfeatures.8YIA0jh64Ecz0TG6"},{"predicate":["deity:primary:alignment:follower:ce"],"value":"Compendium.pf2e.classfeatures.EQ6DVIQHAUXUhY6Y"}],"flag":"cause","key":"ChoiceSet","prompt":"PF2E.SpecificRule.DeityAndCause.Prompt","selection":"Compendium.pf2e.classfeatures.peEXunfbSD8WcMFk"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.cause}"}],"slug":"deity-and-cause","source":{"value":""},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"1nwyp2z40xig9j3e","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.fykh5pE99O3I2sOI"},"pf2e":{"itemGrants":{"championsCode":{"id":"s6e62rcjx1lri72a"}}}},"img":"systems/pf2e/icons/features/classes/champion-code.webp","name":"Champion's Code","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, @UUID[Compendium.pf2e.deities.sZrdzh0ANQnZGXJb] champions can't show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren't in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you're hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.</p>\n<p>If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual, but you keep any other champion abilities that don't require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.</p>"},"level":{"value":1},"location":"d5iy3sctonax1gc4","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","predicate":[{"or":["class:champion:alignment:lg","class:champion:alignment:ng","class:champion:alignment:cg"]}],"uuid":"Compendium.pf2e.classfeatures.nxZYP3KGfTSkaW6J"},{"key":"GrantItem","predicate":[{"or":["class:champion:alignment:le","class:champion:alignment:ne","class:champion:alignment:ce"]}],"uuid":"Compendium.pf2e.classfeatures.JiY2ZB4FkK8RJm4T"}],"slug":"champions-code","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"52zty28xqxlssx9y","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.sXVX4ARUuo8Egrz5"}},"img":"systems/pf2e/icons/features/classes/champions-reaction.webp","name":"Champion's Reaction","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your cause gives you a special reaction. See specific causes for more information.</p>"},"level":{"value":1},"location":"d5iy3sctonax1gc4","prerequisites":{"value":[]},"rules":[],"slug":"champions-reaction","source":{"value":""},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"rg7f7490gjloohl5","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.FeBsYn2mHfMVDZvw"}},"img":"systems/pf2e/icons/features/classes/deific-weapon.webp","name":"Deific Weapon","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You zealously bear your deity's favored weapon. If it's uncommon, you gain access to it. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).</p>"},"level":{"value":1},"location":"d5iy3sctonax1gc4","prerequisites":{"value":[]},"rules":[{"baseType":"fist","category":"unarmed","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"group":"brawling","img":"systems/pf2e/icons/features/classes/powerful-fist.webp","key":"Strike","label":"PF2E.Weapon.Base.fist","predicate":["deity:primary:favored-weapon:fist"],"range":null,"slug":"fist","traits":["agile","finesse","nonlethal","unarmed"]},{"key":"DamageDice","override":{"upgrade":true},"predicate":["item:deity-favored",{"or":["item:category:simple",{"and":["item:category:unarmed","item:damage:die:faces:4"]}]}],"selector":"strike-damage"}],"slug":"deific-weapon","source":{"value":""},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"94hfopaar1unuwep","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Q1VfQZp49hkhY0HY"}},"img":"systems/pf2e/icons/features/classes/devotion-spells.webp","name":"Devotion Spells","sort":400,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.</p>"},"level":{"value":1},"location":"d5iy3sctonax1gc4","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":10,"value":1}],"slug":"devotion-spells","source":{"value":""},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"zq4h1jykqip2g9ag","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"a9y1t92jdulx0a4t"}}}},"img":"systems/pf2e/icons/features/classes/shield-block.webp","name":"Shield Block","sort":500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>"},"level":{"value":1},"location":"d5iy3sctonax1gc4","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"}],"slug":"shield-block","source":{"value":""},"traits":{"rarity":"common","value":["champion","druid","fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"d5iy3sctonax1gc4","flags":{"core":{"sourceId":"Compendium.pf2e.classes.x8iwnpdLbfcoZkHA"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/champion.webp","name":"Champion","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":1,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Champion</h1>\n<h2>During Combat Encounters...</h2>\n<p>You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.</p>\n<h2>During Social Encounters...</h2>\n<p>You are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.</p>\n<h2>While Exploring...</h2>\n<p>You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and-when your fellow adventurers ask for it-providing moral and ethical guidance.</p>\n<h2>In Downtime...</h2>\n<p>You spend much of your time in solemn prayer and contemplation, rigorous training, charity work, and fulfilling the tenets of your code, but that doesn't mean there isn't time to take up a craft or hobby.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Believe there is always hope that good will triumph over evil, no matter how grim the odds.</li>\n<li>Know the ends don't justify the means, since evil acts increase the power of evil.</li>\n<li>Have a strong sense of right and wrong, and grow frustrated when greed or shortsightedness breeds evil.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>See you as a symbol of hope, especially in a time of great need.</li>\n<li>Worry you secretly despise them for not living up to your impossible standard, or that you are unwilling to compromise when necessary.</li>\n<li>Know that you've sworn divine oaths of service they can trust you to keep.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Religion</p>\n<p>Trained in one skill determined by your choice of deity</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in champion class DC</p>\n<h2>Spells</h2>\n<p>Trained in divine spell attacks</p>\n<p>Trained in divine spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Champion. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, champion's code, deity and cause, deific weapon, champion's reaction, devotion spells, champion feat, shield block</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Divine ally, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, skill increase, weapon expertise</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Armor expertise, general feat, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, champion expertise, divine smite, juggernaut, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, champion feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Alertness, divine will, exalt, general feat, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, armor mastery, skill increase, weapon mastery</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, champion mastery, legendary armor, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Champion feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, hero's defiance, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, champion feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Champion Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain a champion class feat.</p>\n<h2>Champion's Code</h2>\n<p>You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, @UUID[Compendium.pf2e.deities.sZrdzh0ANQnZGXJb]'s champions can't show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren't in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you're hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.</p>\n<p>If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual, but you keep any other champion abilities that don't require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.</p>\n<h3>@UUID[Compendium.pf2e.classfeatures.nxZYP3KGfTSkaW6J]</h3>\n<p>All champions of good alignment follow these tenets.</p>\n<ul>\n<li>You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.</li>\n<li>You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.</li>\n</ul>\n<h3>@UUID[Compendium.pf2e.classfeatures.JiY2ZB4FkK8RJm4T]</h3>\n<p>All champions of evil alignment follow these tenets.</p>\n<ul>\n<li>You must never perform acts anathema to your deity or willingly commit a purely good act, such as giving something solely out of charity, casting a good spell, or using a good item.</li>\n<li>You must never put another person's needs before your own, and you must never put your own needs before those of your deity. Though you can perform acts others might consider helpful, it must be done with the expectation that it ultimately furthers your own goals or those of your master.</li>\n</ul>\n<h2>Champion's Reaction</h2>\n<p>Your cause gives you a special reaction. See specific causes for more information.</p>\n<h2>Deific Weapon</h2>\n<p>You zealously bear your deity's favored weapon. If it's uncommon, you gain access to it. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).</p>\n<h2>Deity and Cause</h2>\n<p>Champions are divine servants of a deity. Choose a deity to follow; your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity's ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity's entry. You and your GM determine whether other acts are anathema.</p>\n<p>You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion's reaction, grants you a devotion spell, and defines part of your champion's code:</p>\n<ul>\n<li>Lawful good @UUID[Compendium.pf2e.classfeatures.peEXunfbSD8WcMFk]</li>\n<li>Neutral good @UUID[Compendium.pf2e.classfeatures.UyuwFp0jQqYL2AdF]</li>\n<li>Chaotic good @UUID[Compendium.pf2e.classfeatures.FCoMFUsth4xB4veC]</li>\n<li>Lawful evil @UUID[Compendium.pf2e.classfeatures.HiIvez0TqESbleB5]</li>\n<li>Neutral evil @UUID[Compendium.pf2e.classfeatures.8YIA0jh64Ecz0TG6]</li>\n<li>Chaotic evil @UUID[Compendium.pf2e.classfeatures.EQ6DVIQHAUXUhY6Y]</li>\n</ul>\n<h2>Devotion Spells</h2>\n<p>Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.</p>\n<h2>Shield Block</h2>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Divine Ally<span style=\"float: right;\">Level 3</span></h2>\n<p>Your devotion attracts a spirit of your deity's alignment. Once you choose an ally, your choice can't be changed.</p>\n<p>The following are divine allies:</p>\n<p><strong>Blade Ally</strong> A spirit of battle dwells within your armaments. Select one weapon or @UUID[Compendium.pf2e.equipment-srd.FNDq4NFSN0g2HKWO]{Handwraps of Mighty Blows (+1)} when you make your daily preparations. In your hands, the item gains the effect of a property rune.</p>\n<p>For a champion following the tenets of good, choose @UUID[Compendium.pf2e.equipment-srd.LwQb7ryTC8FlOXgX], @UUID[Compendium.pf2e.equipment-srd.JQdwHECogcTzdd8R], @UUID[Compendium.pf2e.equipment-srd.qlunQzfnzPQpMG6U], or @UUID[Compendium.pf2e.equipment-srd.roeYtwlIe65BPMJ1]. For a champion following the tenets of evil, choose @UUID[Compendium.pf2e.equipment-srd.P6v2AtJw7AUwaDzf], @UUID[Compendium.pf2e.equipment-srd.qlunQzfnzPQpMG6U], or @UUID[Compendium.pf2e.equipment-srd.roeYtwlIe65BPMJ1]. You also gain the weapon's critical specialization effect.</p>\n<p><strong>Shield Ally</strong> A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half.</p>\n<p><strong>Steed Ally</strong> You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM's discretion), but this ability doesn't grant it the mount special ability.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Weapon Expertise<span style=\"float: right;\">Level 5</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.</p>\n<h2>Armor Expertise<span style=\"float: right;\">Level 7</span></h2>\n<p>You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Champion Expertise<span style=\"float: right;\">Level 9</span></h2>\n<p>Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.</p>\n<h2>Divine Smite<span style=\"float: right;\">Level 9</span></h2>\n<p>Your champion's reaction improves.</p>\n<p>See specific causes for more information.</p>\n<h2>Juggernaut<span style=\"float: right;\">Level 9</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Lightning Reflexes<span style=\"float: right;\">Level 9</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Alertness<span style=\"float: right;\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Divine Will<span style=\"float: right;\">Level 11</span></h2>\n<p>Your faith grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2>Exalt<span style=\"float: right;\">Level 11</span></h2>\n<p>Your champion's reaction exalts nearby allies, allowing them to benefit as well.</p>\n<p>See specific causes for more information.</p>\n<h2>Armor Mastery<span style=\"float: right;\">Level 13</span></h2>\n<p>Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.</p>\n<h2>Weapon Mastery<span style=\"float: right;\">Level 13</span></h2>\n<p>You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float: right;\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Champion Mastery<span style=\"float: right;\">Level 17</span></h2>\n<p>You've mastered your arsenal of champion techniques and divine spells. Your proficiency ranks for your champion class DC and for divine spell attack rolls and spell DCs increase to master.</p>\n<h2>Legendary Armor<span style=\"float: right;\">Level 17</span></h2>\n<p>You shield yourself with steel as easily as with faith. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to legendary.</p>\n<h2>Hero's Defiance<span style=\"float: right;\">Level 19</span></h2>\n<p>You can defy fate and continue fighting as long as you have divine energy. You gain the <em>@UUID[Compendium.pf2e.spells-srd.uGXWkR2h8q9MRzEM]</em> devotion spell.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"06620":{"img":"systems/pf2e/icons/features/classes/armor-expertise.webp","level":7,"name":"Armor Expertise","uuid":"Compendium.pf2e.classfeatures.x5jaCJxsmD5sx3KB"},"0drpq":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":9,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"0yuhb":{"img":"systems/pf2e/icons/features/classes/deity.webp","level":1,"name":"Deity and Cause","uuid":"Compendium.pf2e.classfeatures.ehL7mnkqxN5wIkgu"},"2k5lc":{"img":"systems/pf2e/icons/features/classes/champion-code.webp","level":1,"name":"Champion's Code","uuid":"Compendium.pf2e.classfeatures.fykh5pE99O3I2sOI"},"371js":{"img":"systems/pf2e/icons/features/classes/deific-weapon.webp","level":1,"name":"Deific Weapon","uuid":"Compendium.pf2e.classfeatures.FeBsYn2mHfMVDZvw"},"467es":{"img":"systems/pf2e/icons/features/classes/legendary-armor.webp","level":17,"name":"Legendary Armor","uuid":"Compendium.pf2e.classfeatures.voiSCh7ZXA2ogwiC"},"4s92m":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":1,"name":"Champion's Reaction","uuid":"Compendium.pf2e.classfeatures.sXVX4ARUuo8Egrz5"},"5u86v":{"img":"systems/pf2e/icons/features/classes/devotion-spells.webp","level":1,"name":"Devotion Spells","uuid":"Compendium.pf2e.classfeatures.Q1VfQZp49hkhY0HY"},"5z8hr":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"6ye0b":{"img":"systems/pf2e/icons/features/classes/shield-block.webp","level":1,"name":"Shield Block","uuid":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"967sh":{"img":"systems/pf2e/icons/features/classes/champion-mastery.webp","level":17,"name":"Champion Mastery","uuid":"Compendium.pf2e.classfeatures.z5G0o04uV65zyxDB"},"d0us1":{"img":"systems/pf2e/icons/features/classes/divine-will.webp","level":11,"name":"Divine Will","uuid":"Compendium.pf2e.classfeatures.xygfZopqXBJ6dKBA"},"gzf67":{"img":"systems/pf2e/icons/features/classes/champion-expertise.webp","level":9,"name":"Champion Expertise","uuid":"Compendium.pf2e.classfeatures.VgmfNKtQLgBaNi5r"},"h4ydl":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"ht0g6":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":9,"name":"Divine Smite","uuid":"Compendium.pf2e.classfeatures.3XK573A7GH1rrLgO"},"l74fn":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":9,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"m8rj4":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":5,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"pgk3u":{"img":"systems/pf2e/icons/features/classes/armor-mastery.webp","level":13,"name":"Armor Mastery","uuid":"Compendium.pf2e.classfeatures.CGB1TczFhQhdQxml"},"qqwd4":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"r4pcs":{"img":"systems/pf2e/icons/features/classes/heros-defiance.webp","level":19,"name":"Hero's Defiance","uuid":"Compendium.pf2e.classfeatures.LzB6X9vOaq3wq1FZ"},"rwf2s":{"img":"systems/pf2e/icons/features/classes/weapon-mastery.webp","level":13,"name":"Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.i6563IU7x4L9oRgC"},"tlo7a":{"img":"systems/pf2e/icons/features/classes/divine-ally.webp","level":3,"name":"Divine Ally","uuid":"Compendium.pf2e.classfeatures.ERwuazupczhUSZ73"},"w0m0r":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":11,"name":"Exalt","uuid":"Compendium.pf2e.classfeatures.uptzvOLrZ3fctrl2"}},"keyAbility":{"selected":"str","value":["dex","str"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.divine.rank","value":1}],"savingThrows":{"fortitude":2,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"champion","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":["rel"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"r17phcelt9hpv9fz","flags":{"core":{"sourceId":"Compendium.pf2e.deities.eErEiVmBqltYXFJ6"},"pf2e":{"grantedBy":{"id":"tfj38414d3b1ctbg"}}},"img":"systems/pf2e/icons/deity/Iomedae.webp","name":"Iomedae","sort":0,"system":{"ability":["str","con"],"alignment":{"follower":["LG","NG"],"own":"LG"},"category":"deity","description":{"value":"<p>Iomedae, the youngest among the prominent deities of the Inner Sea region, had already proven herself worthy of divinity before her ascension. Born in Cheliax, she followed the path of the sword and fought evil, eventually becoming a paladin of Aroden's herald Arazni. She became a legend among the Shining Crusade, leading the Knights of Ozem in a series of victories over the Whispering Tyrant. Iomedae became the third known mortal to pass the Test of the Starstone when she ascended to divinity in 3832 AR. As Arazni had been slain during the Shining Crusade, Aroden elevated the newly ascended goddess to be his new herald. When Aroden himself died, Iomedae inherited most of his worshippers and became a major deity of honor and justice.</p>\n<p><strong>Edicts</strong> be temperate, fight for justice and honor, hold valor in your heart</p>\n<p><strong>Anathema</strong> abandon a companion in need, dishonor yourself, refuse a challenge from an equal</p>\n<p><strong>Areas of Concern</strong> honor, justice, rulership, and valor</p>"},"domains":{"alternate":["duty"],"primary":["confidence","might","truth","zeal"]},"font":["heal"],"rules":[],"skill":"itm","slug":"iomedae","source":{"value":"Pathfinder Core Rulebook"},"spells":{"1":"Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh","2":"Compendium.pf2e.spells-srd.wzctak6BxOW8xvFV","4":"Compendium.pf2e.spells-srd.YrzBLPLd3r9m6t1p"},"weapons":["longsword"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"8ok198ckmhuhu3nq","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.peEXunfbSD8WcMFk"},"pf2e":{"grantedBy":{"id":"tfj38414d3b1ctbg"}}},"img":"systems/pf2e/icons/features/classes/paladin-lawful-good.webp","name":"Paladin","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You're honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion's reaction and the <em>@UUID[Compendium.pf2e.spells-srd.zNN9212H2FGfM7VS]</em> devotion spell. After the tenets of good, add these tenets:</p>\n<ul>\n<li>You must act with honor, never taking advantage of others, lying, or cheating.</li>\n<li>You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.</li>\n</ul>\n<h2 class=\"title\">Champion's Reaction</h2>\n<p>@UUID[Compendium.pf2e.actionspf2e.EAP98XaChJEbgKcK] <span class=\"pf2-icon\">R</span></p>\n<p><strong>Trigger</strong> An enemy damages your ally, and both are within 15 feet of you</p>\n<hr />\n<p>You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.</p>\n<h2 class=\"title\">Divine Smite<span style=\"float: right;\">Level 9</span></h2>\n<p>You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Good Damage} equal to your Charisma modifier.</p>\n<h2 class=\"title\">Exalt<span style=\"float: right;\">Level 11</span></h2>\n<p>When you use Retributive Strike, each ally within 15 feet of you with the target in their melee reach can spend a reaction to Strike the target with a -5 penalty.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","option":"class:champion:alignment:lg"}],"slug":"paladin","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"s6e62rcjx1lri72a","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.nxZYP3KGfTSkaW6J"},"pf2e":{"grantedBy":{"id":"1nwyp2z40xig9j3e"}}},"img":"systems/pf2e/icons/features/classes/the-tenants-of-good.webp","name":"The Tenets of Good","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>All champions of good alignment follow these tenets.</p>\n<ul>\n<li>You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.</li>\n<li>You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them. </li>\n</ul>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[],"slug":"the-tenets-of-good","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"a9y1t92jdulx0a4t","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"zq4h1jykqip2g9ag"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Shield Block","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"general","description":{"value":"<p><strong>Trigger</strong> While you have your shield raised, you would take damage from a physical attack</p>\n<hr />\n<p>You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"shield-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7xmEqZuqi9yjNc5Q","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"cha","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). 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Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing increases by 6, and the damage to an undead target increases by 1d6.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.JhihziXQuoteftdd]</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"PZwexFB6fnpgIWHq"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"lay-on-hands-vs-undead","source":{"value":"Pathfinder Secrets of Magic"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 undead creature"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["champion","healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"8EOw9lDjWUTDFTgi","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"PtzSHcdBxGZq7WCw","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. 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{"_id":"KC05hgKKrQpg9vOH","img":"systems/pf2e/icons/iconics/MerisielFull.webp","items":[{"_id":"UiFBg6Eav0Dlrzms","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Underworld Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"uLlu93Ro7ycVaDOm","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.PgKmsA2aKdbLU6O0"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/elf.svg","name":"Elf","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["celestial","draconic","gnoll","gnomish","goblin","orcish","sylvan"]},"boosts":{"0":{"value":["dex"]},"1":{"value":["int"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving the world in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes, most notably from terrible demons that have invaded parts of their lands. To some, the elves are objects of awe—graceful and beautiful, with immense talent and knowledge. Among themselves, however, the elves place far more importance on personal freedom than on living up to these ideals.</em></p>\n<hr />\n<p>Elves combine otherworldly grace, sharp intellect, and mysterious charm in a way that is practically magnetic to members of other ancestries. They are often voraciously intellectual, though their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Valuing kindness and beauty, elves ever strive to improve their manners, appearance, and culture.</p>\n<p>Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They're slow to build friendships outside their kinsfolk, but for a specific reason: they subtly and deeply attune to their environment and their companions. There's a physical element to this attunement, but it isn't only superficial. Elves who spend their lives among shorter‑lived peoples often develop a skewed perception of their own mortality and tend to become morose after watching generation after generation of companions age and die. These elves are called the Forlorn.</p>\n<p>If you want a character who is magical, mystical, and mysterious, you should play an elf.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Carefully curate your relationships with people with shorter lifespans, either keeping a careful emotional distance or resigning yourself to outliving them.</li>\n<li>Adopt specialized or obscure interests simply for the sake of mastering them.</li>\n<li>Have features such as eye color, skin tone, hair, or mannerisms that reflect the environment in which you live.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Focus on your appearance, either admiring your grace or treating you as if you're physically fragile.</li>\n<li>Assume you practice archery, cast spells, fight demons, and have perfected one or more fine arts.</li>\n<li>Worry that you privately look down on them, or feel like you're condescending and aloof.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and almond-shaped, featuring large and vibrant-colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.</p>\n<p>Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elven fashion, like the elves themselves, tends to reflect their surroundings. Elves living in the forests and other wilderness locales wear clothing that plays off the terrain and flora of their homes, while those who live in cities tend to wear the latest fashions.</p>\n<p>Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century, once they've experienced more, held several occupations, and outlived a generation of shorter-lived people. A typical elf can live to around 600 years old.</p>\n<h2>Society</h2>\n<p>Elven culture is deep, rich, and on the decline. Their society peaked millennia ago, long before they fled the world to escape a great calamity. They've since returned, but rebuilding is no easy task. Their inborn patience and intellectual curiosity make elves excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge. Elven architecture displays their deep appreciation of beauty, and elven cities are wondrous works of art.</p>\n<p>Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which the elves call ilduliel, but these antagonistic relationships can sometimes blossom into friendships over time.</p>\n<h2>Alignment and Religion</h2>\n<p>Elves are often emotional and capricious, yet they hold high ideals close to their hearts. As such, many are chaotic good. They prefer deities who share their love of all things mystic and artistic. Desna and Shelyn are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry. Calistria is the most notorious of elven deities, as she represents many of the elven ideals taken to the extreme.</p>\n<h2>Adventurers</h2>\n<p>Many elves adventure to find beauty and discover new things. Typical backgrounds for an elf include emissary, hunter, noble, scholar, or scout. Elves often become rangers or rogues, taking advantage of their dexterity, or alchemists or wizards, exploring their intellectual curiosity.</p>\n<h2>Names</h2>\n<p>An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions. Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue. They so commonly end in '-el' or '-ara' that other cultures sometimes avoid names ending in these syllables to avoid sounding too elven.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Elf Mechanics</h2>\n<p><strong>Hit Points</strong> 6</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 30 feet</p>\n<p><strong>Ability Boosts</strong> Dexterity, Intelligence, Free</p>\n<p><strong>Ability Flaw</strong> Constitution</p>\n<p><strong>Languages</strong> Common, Elven</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Celestial, Draconic, Gnoll, Gnomish, Goblin, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Low-Light Vision</p>"},"flaws":{"0":{"value":["con"]}},"hp":6,"items":{},"languages":{"custom":"","value":["common","elven"]},"reach":5,"rules":[],"size":"med","slug":"elf","source":{"value":"Pathfinder Core Rulebook"},"speed":30,"traits":{"rarity":"common","value":["elf","humanoid"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"Itcn6EFapRRni4Go","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.1wVDYY9Wue0G5R9Q"}},"img":"systems/pf2e/icons/features/ancestry/whisper-elf.webp","name":"Whisper Elf","sort":0,"system":{"ancestry":{"name":"Elf","slug":"elf","uuid":"Compendium.pf2e.ancestries.PgKmsA2aKdbLU6O0"},"description":{"value":"<p>Your ears are finely tuned, able to detect even the slightest whispers of sound.</p>\n<p>As long as you can hear normally, you can use the @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] action to sense @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] creatures in a @Template[type:cone|distance:60] instead of a @Template[type:cone|distance:30].</p>\n<p>You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a seek action.</p>"},"rules":[{"key":"FlatModifier","label":"Whisper Elf (locate audible undetected within range)","predicate":["target:undetected","target:within-30-feet","target:audible"],"selector":"perception","type":"circumstance","value":2}],"slug":"whisper-elf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"dmYptRoUsJdUdfct","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.9lVw1JGl5ser6626"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Criminal","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","int"]},"1":{"selected":"con","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Intelligence</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Stealth skill and the Underworld Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.t3btih0O5RUwWynt] skill feat.</p>"},"items":{"19grf":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Experienced Smuggler","uuid":"Compendium.pf2e.feats-srd.t3btih0O5RUwWynt"}},"rules":[],"slug":"criminal","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Underworld Lore","trainedSkills":{"value":["ste"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"M1amEvpnidjHH7HJ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.t3btih0O5RUwWynt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Experienced Smuggler","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You often smuggle things past the authorities.</p>\n<p>When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10 - whichever is higher - as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result.</p>\n<p>If you're a master in Stealth, the GM uses the number rolled or 15, and if you're legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers.</p>\n<p>This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.</p>\n<p>Due to your smuggling skill, you're more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.</p>\n<hr />\n<p><strong>PFS Note</strong> This feat allows you to Earn Income with Underworld Lore with tasks of your level -1 (instead of the normal level -2).</p>"},"level":{"value":1},"location":"dmYptRoUsJdUdfct","prerequisites":{"value":[{"value":"Trained in Stealth"}]},"rules":[],"slug":"experienced-smuggler","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"sffrKyq5nfHrcGSc","flags":{"core":{"sourceId":"Compendium.pf2e.classes.LO9STvskJemPkiAI"}},"img":"systems/pf2e/icons/classes/rogue.webp","name":"Rogue","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"Rapier, Sap, Shortbow, and Shortsword","rank":1},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents' missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don't care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.</em></p>\n<p><strong>Key Ability: DEXTERITY OR OTHER</strong></p>\n<p>At 1st level, your class gives you an ability boost to Dexterity or an option from rogue's racket.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1 class=\"title\">Roleplaying the Rogue</h1>\n<h2 class=\"title\">During Combat Encounters...</h2>\n<p>You move about stealthily so you can catch foes unawares. You're a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.</p>\n<h2 class=\"title\">During Social Encounters...</h2>\n<p>Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.</p>\n<h2 class=\"title\">While Exploring...</h2>\n<p>You sneak to get the drop on foes and scout for danger or traps. You're a great asset, since you can disable traps, solve puzzles, and anticipate dangers.</p>\n<h2 class=\"title\">In Downtime...</h2>\n<p>You might pick pockets or trade in illegal goods. You can also become part of a thieves' guild, or even found one of your own.</p>\n<h2 class=\"title\">You Might...</h2>\n<ul>\n<li>Hone your skills through intense practice, both on your own and out in the world.</li>\n<li>Know where to attain illicit goods.</li>\n<li>Skirt or break the law because you think it's meaningless or have your own code.</li>\n</ul>\n<h2 class=\"title\">Others Probably...</h2>\n<ul>\n<li>Find you charming or fascinating, even if they think they know better than to trust you.</li>\n<li>Come to you when they need someone who is willing to take risks or use questionable methods.</li>\n<li>Suspect you're motivated primarily by greed.</li>\n</ul>\n<h1 class=\"title\">Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2 class=\"title\">Perception</h2>\n<p>Expert in Perception</p>\n<h2 class=\"title\">Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Expert in Will</p>\n<h2 class=\"title\">Skills</h2>\n<p>Trained in Stealth</p>\n<p>Trained in one or more skills determined by your rogue's racket</p>\n<p>Trained in a number of additional skills equal to 7 plus your Intelligence modifier</p>\n<h2 class=\"title\">Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in the rapier, sap, shortbow, and shortsword</p>\n<p>Trained in unarmed attacks</p>\n<h2 class=\"title\">Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2 class=\"title\">Class DC</h2>\n<p>Trained in rogue class DC</p>\n<h1 class=\"title\">Class Features</h1>\n<p>You gain these features as a Rogue. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, rogue's racket, sneak attack 1d6, surprise attack, rogue feat, skill feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Deny advantage, general feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Evasion, general feat, skill feat, skill increase, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, debilitating strike, great fortitude, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, improved evasion, incredible senses, light armor expertise, master tricks, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, light armor mastery, master strike, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, rogue feat, skill feat, skill increase</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Ancestry and Background</h2>\n<p>In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2 class=\"title\">Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2 class=\"title\">Rogue Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a rogue class feat.</p>\n<h2 class=\"title\">Rogue's Racket</h2>\n<p>As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue's racket.</p>\n<p>Rackets can be found here:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.D8qtAo2w4jsqjBrM]{Eldritch Trickster Racket},</li>\n<li>@UUID[Compendium.pf2e.classfeatures.RyOkmu0W9svavuAB]{Mastermind Racket},</li>\n<li>@UUID[Compendium.pf2e.classfeatures.3KPZ7svIO6kmmEKH]{Ruffian Racket},</li>\n<li>@UUID[Compendium.pf2e.classfeatures.ZvfxtUMtfIOLYHyg]{Scoundrel Racket}, and</li>\n<li>@UUID[Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl]{Thief Racket}</li>\n</ul>\n<h2 class=\"title\">Skill Feats</h2>\n<p>You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat.</p>\n<h2 class=\"title\">Sneak Attack</h2>\n<p>When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.</p>\n<p>As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.</p>\n<h2 class=\"title\">Surprise Attack</h2>\n<p>You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.</p>\n<h2 class=\"title\">Skill Increases<span style=\"float:right\">Level 2</span></h2>\n<p>You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or to become an expert in one skill in which you're already trained.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2 class=\"title\">Deny Advantage<span style=\"float:right\">Level 3</span></h2>\n<p>As someone who takes advantage of others' defenses, you are careful not to leave such openings yourself. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>\n<h2 class=\"title\">General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2 class=\"title\">Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2 class=\"title\">Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the initial ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2 class=\"title\">Weapon Tricks<span style=\"float:right\">Level 5</span></h2>\n<p>You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you're wielding.</p>\n<h2 class=\"title\">Evasion<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned to move quickly to avoid explosions, dragons' breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2 class=\"title\">Vigilant Senses<span style=\"float:right\">Level 7</span></h2>\n<p>Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.</p>\n<h2 class=\"title\">Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you're a master, and 4 damage if you're legendary.</p>\n<h2 class=\"title\">Debilitating Strikes<span style=\"float:right\">Level 9</span></h2>\n<p>When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.</p>\n<h3 class=\"title\">@UUID[Compendium.pf2e.actionspf2e.bp0Up04x3dzGK5bB] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Trigger</strong> Your Strike hits a flat-footed creature and deals damage.</p>\n<hr />\n<p>You apply one of the following debilitations, which lasts until the end of your next turn.</p>\n<p><strong>Debilitation</strong> The target takes a -10-foot status penalty to its Speeds.</p>\n<p><strong>Debilitation</strong> The target becomes enfeebled 1.</p>\n<h2 class=\"title\">Great Fortitude<span style=\"float:right\">Level 9</span></h2>\n<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2 class=\"title\">Rogue Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.</p>\n<h2 class=\"title\">Improved Evasion<span style=\"float:right\">Level 13</span></h2>\n<p>You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.</p>\n<h2 class=\"title\">Incredible Senses<span style=\"float:right\">Level 13</span></h2>\n<p>You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2 class=\"title\">Light Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2 class=\"title\">Master Tricks<span style=\"float:right\">Level 13</span></h2>\n<p>You've mastered a rogue's fighting moves. Your proficiency ranks increase to master for all simple weapons and unarmed attacks plus the rapier, sap, shortbow, and shortsword.</p>\n<h2 class=\"title\">Double Debilitation<span style=\"float:right\">Level 15</span></h2>\n<p>Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.</p>\n<h2 class=\"title\">Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2 class=\"title\">Slippery Mind<span style=\"float:right\">Level 17</span></h2>\n<p>You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2 class=\"title\">Light Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.</p>\n<h2 class=\"title\">Master Strike<span style=\"float:right\">Level 19</span></h2>\n<p>You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.</p>\n<h3 class=\"title\">@UUID[Compendium.pf2e.actionspf2e.Rlp7ND33yYfxiEWi] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Trigger</strong> Your Strike hits a flat-footed creature and deals damage.</p>\n<hr />\n<p>The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is enfeebled 2 until the end of your next turn.</p>\n<p><strong>Failure</strong> The target is paralyzed for 4 rounds.</p>\n<p><strong>Critical Failure</strong> The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice).</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0kdn2":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"1nwhg":{"img":"systems/pf2e/icons/features/classes/weapon-tricks.webp","level":5,"name":"Weapon Tricks","uuid":"Compendium.pf2e.classfeatures.v8UNEJR5IDKi8yqa"},"1zn3l":{"img":"systems/pf2e/icons/features/classes/light-armor-master.webp","level":19,"name":"Light Armor 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Strikes","uuid":"Compendium.pf2e.classfeatures.9SruVg2lZpNaYLOB"},"odz8x":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Rogue's Racket","uuid":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pfjze":{"img":"systems/pf2e/icons/features/classes/double-debilitation.webp","level":15,"name":"Double Debilitation","uuid":"Compendium.pf2e.classfeatures.W1FkMHYVDg3yTU5r"},"qx6de":{"img":"systems/pf2e/icons/features/classes/surprice-attack.webp","level":1,"name":"Surprise Attack","uuid":"Compendium.pf2e.classfeatures.w6rMqmGzhUahdnA7"},"sjjee":{"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","level":3,"name":"Deny Advantage","uuid":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"},"thypm":{"img":"systems/pf2e/icons/features/classes/master-strike.webp","level":19,"name":"Master Strike","uuid":"Compendium.pf2e.classfeatures.SUUdWG0t33VKa5q4"},"xn3fx":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":7,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"}},"keyAbility":{"selected":"dex","value":["cha","dex","int","str","wis"]},"perception":2,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-rapier.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-sap.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-shortbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-shortsword.rank","value":1}],"savingThrows":{"fortitude":1,"reflex":2,"will":2},"skillFeatLevels":{"value":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]},"skillIncreaseLevels":{"value":[2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]},"slug":"rogue","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":7,"value":["ste"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"BkaY4qMLFIQFBJ5L","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pf2e":{"itemGrants":{"thief":{"id":"GigRDW8cr2KyTtSh","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Rogue's Racket","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue's racket.</p>"},"level":{"value":1},"location":"sffrKyq5nfHrcGSc","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Rogue feature","predicate":["item:trait:rogue","item:level:1"]},"choices":[{"value":"Compendium.pf2e.classfeatures.D8qtAo2w4jsqjBrM"},{"value":"Compendium.pf2e.classfeatures.RyOkmu0W9svavuAB"},{"value":"Compendium.pf2e.classfeatures.3KPZ7svIO6kmmEKH"},{"value":"Compendium.pf2e.classfeatures.ZvfxtUMtfIOLYHyg"},{"value":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"}],"flag":"roguesRacket","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Rogue.Racket.Prompt","selection":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"},{"flag":"thief","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.roguesRacket}"}],"slug":"rogues-racket","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"lD5tOM1kK5CO93Kd","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.j1JE61quDxdge4mg"}},"img":"systems/pf2e/icons/features/classes/sneak-attack.webp","name":"Sneak Attack","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.</p>\n<p>As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.</p>"},"level":{"value":1},"location":"sffrKyq5nfHrcGSc","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.sneakAttackDamage.number","predicate":["class:rogue"],"value":"ternary(lt(@actor.level, 5), 1, ternary(lt(@actor.level, 11), 2, ternary(lt(@actor.level, 17), 3, 4)))"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.sneakAttackDamage.faces","predicate":["class:rogue"],"value":6},{"category":"precision","diceNumber":"@actor.flags.pf2e.sneakAttackDamage.number","dieSize":"d{actor|flags.pf2e.sneakAttackDamage.faces}","key":"DamageDice","predicate":["target:condition:flat-footed",{"or":["item:trait:agile","item:trait:finesse",{"and":["item:ranged",{"not":"item:thrown-melee"}]}]}],"selector":"strike-damage"},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.TOTMToggle.FlatFooted","option":"target:condition:flat-footed","toggleable":"totm"}],"slug":"sneak-attack","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"l0VahTvK1mRSFr0J","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.w6rMqmGzhUahdnA7"}},"img":"systems/pf2e/icons/features/classes/surprice-attack.webp","name":"Surprise Attack","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.</p>"},"level":{"value":1},"location":"sffrKyq5nfHrcGSc","prerequisites":{"value":[]},"rules":[{"key":"EphemeralEffect","predicate":["encounter:round:1",{"lt":["self:participant:initiative:rank","target:participant:initiative:rank"]},{"or":["self:participant:initiative:stat:deception","self:participant:initiative:stat:stealth"]}],"selectors":["strike-attack-roll","spell-attack-roll","strike-damage","attack-spell-damage"],"uuid":"Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg"}],"slug":"surprise-attack","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7YIFljGx3Qm97yKK","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"}},"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","name":"Deny Advantage","sort":900,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p><strong>Barbarian</strong> Your foes struggle to pass your defenses. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>\n<hr />\n<p><strong>Rogue</strong> As someone who takes advantage of others' defenses, you are careful not to leave such openings yourself. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>"},"level":{"value":3},"location":"sffrKyq5nfHrcGSc","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"system.attributes.flanking.flatFootable","value":"@actor.level"}],"slug":"deny-advantage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"w65lxKS2XShohBzl","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.v8UNEJR5IDKi8yqa"}},"img":"systems/pf2e/icons/features/classes/weapon-tricks.webp","name":"Weapon Tricks","sort":2000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons as well as the @UUID[Compendium.pf2e.equipment-srd.tH5GirEy7YB3ZgCk], @UUID[Compendium.pf2e.equipment-srd.TLQErnOpM9Luy7rL], @UUID[Compendium.pf2e.equipment-srd.hIgqLgH3YcLZBeoT], @UUID[Compendium.pf2e.equipment-srd.7tKkkF8eZ4iCLJtp], and unarmed attacks. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or unarmed attack, or when using any of the listed weapons, you apply the critical specialization effect for that weapon or unarmed attack.</p>"},"level":{"value":5},"location":"sffrKyq5nfHrcGSc","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.simple.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-rapier.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-sap.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-shortbow.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-shortsword.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.unarmed.rank","value":2},{"key":"CriticalSpecialization","predicate":["target:condition:flat-footed",{"or":[{"and":[{"or":["item:trait:agile","item:trait:finesse"]},{"or":["item:category:simple","item:category:unarmed"]}]},"item:base:rapier","item:base:sap","item:base:shortbow","item:base:shortsword"]}]}],"slug":"weapon-tricks","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"GigRDW8cr2KyTtSh","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"},"pf2e":{"grantedBy":{"id":"BkaY4qMLFIQFBJ5L","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/thief.webp","name":"Thief","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients' defenses by trying to steal something precious.</p>\n<p>When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.</p>\n<p>You are trained in Thievery.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"ability":"dex","key":"FlatModifier","predicate":["item:melee","item:trait:finesse",{"not":"item:category:unarmed"}],"selector":"strike-damage","type":"ability"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.thi.rank","value":1}],"slug":"thief","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"b9gUSB1ck3TNk2Zo","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AogIo1gHLdz7DyHx"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Forlorn","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"Against emotion effects","predicate":["emotion"],"selector":"saving-throw","type":"circumstance","value":1},{"key":"Note","outcome":["success"],"predicate":["emotion"],"selector":"saving-throw","text":"If you roll a success on a saving throw against an emotion effect, you get a critical success instead.","title":"{item|name}"},{"adjustment":{"success":"one-degree-better"},"key":"AdjustDegreeOfSuccess","predicate":["emotion"],"selector":"saving-throw","type":"save"}],"slug":"forlorn","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7vXV0Nfrmq8TJZP2","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.k8nWKHLYvAKMuwLd"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ageless Patience","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":["ageless-patience"],"selector":["perception","skill-check"],"type":"circumstance","value":2},{"domain":"all","key":"RollOption","option":"ageless-patience","toggleable":true},{"key":"Note","predicate":["ageless-patience"],"selector":"perception","text":"You don't treat a natural 1 as worse than usual on perception checks; you get a critical failure only if your result is 10 lower than the DC.","title":"{item|name}"},{"key":"Note","predicate":["ageless-patience"],"selector":"skill-check","text":"You don't treat a natural 1 as worse than usual on skill checks; you get a critical failure only if your result is 10 lower than the DC.","title":"{item|name}"}],"slug":"ageless-patience","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Ebpcu0bSoasRGYZr","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.oA866uVEFu1OrAX0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Trap Finder","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't @UUID[Compendium.pf2e.actionspf2e.TiNDYUGlMmxzxBYU]{Searching}, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.</p>\n<p>You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","label":"Trap Finder (detecting or defending against traps)","option":"trap-finder","toggleable":true},{"key":"FlatModifier","label":"Trap Finder (to find traps)","predicate":["trap-finder"],"selector":"perception","type":"circumstance","value":{"brackets":[{"end":2,"start":1,"value":1},{"end":4,"start":3,"value":2}],"field":"actor|system.skills.thi.rank"}},{"key":"FlatModifier","label":"Trap Finder (against traps)","predicate":["trap-finder"],"selector":"ac","type":"circumstance","value":{"brackets":[{"end":2,"start":1,"value":1},{"end":4,"start":3,"value":2}],"field":"actor|system.skills.thi.rank"}},{"key":"FlatModifier","label":"Trap Finder (against traps)","predicate":["trap-finder"],"selector":"saving-throw","type":"circumstance","value":{"brackets":[{"end":2,"start":1,"value":1},{"end":4,"start":3,"value":2}],"field":"actor|system.skills.thi.rank"}}],"slug":"trap-finder","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"D4S7NBgoh0HSIHs3","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.qFt6zyWVX1njJf1l"}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Quick Draw","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"quick-draw","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["gunslinger","ranger","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"X9tV7DEgV586SC9U","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Tpcq3Lk7qEOZ3LDP"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Scout's Warning","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> You are about to roll a Perception or Survival check for initiative</p>\n<hr />\n<p>You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.RxDDXK52lwyHXl7v]</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"scouts-warning","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Tdd2KfoTt3L1zKAx","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cat Fall","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.</p>"},"level":{"value":1},"location":"skill-1","prerequisites":{"value":[{"value":"trained in Acrobatics"}]},"rules":[],"slug":"cat-fall","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xYgMDrRKZpa6yqH0","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.X2jGFfLU5qI5XVot"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Streetwise","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Society"}]},"rules":[],"slug":"streetwise","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"snL0X45CfkfDSdPb","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.RLBYJiGMVkaGL5w9"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Wary Disarmament","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.</p>"},"level":{"value":2},"location":"skill-3","prerequisites":{"value":[{"value":"expert in Thievery"}]},"rules":[{"key":"FlatModifier","label":"Wary Disarmament (vs. traps)","predicate":["trap"],"selector":["ac","saving-throw"],"type":"circumstance","value":2}],"slug":"wary-disarmament","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"T11UXq0vxIxb8BKE","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.beyw5bdA5hkQbmaG"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Terrain Stalker (Rubble)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren't actively Searching or on guard.</p>\n<p><strong>Special</strong> You can select this feat multiple times. Each time, choose a different type of terrain.</p>"},"level":{"value":1},"location":"skill-4","maxTakable":null,"prerequisites":{"value":[{"value":"trained in Stealth"}]},"rules":[],"slug":"terrain-stalker","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"m5U19c8OfdPbtZka","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.5I97q0FfAeXcUQhs"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Nimble Crawl","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can Crawl incredibly swiftly-up to half your Speed, rather than 5 feet. If you're a master in Acrobatics, you can Crawl at full Speed, and if you're legendary, you aren't flat-footed while prone.</p>"},"level":{"value":2},"location":"skill-5","prerequisites":{"value":[{"value":"expert in Acrobatics"}]},"rules":[],"slug":"nimble-crawl","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"eLWzUGYuymXhaP2Q","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Ux73dmoF8KnavyUD"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Fleet","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You move more quickly on foot. Your Speed increases by 5 feet.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"land-speed","value":5}],"slug":"fleet","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FxaFhfGixEYjAFgB","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.rQWaJhI5Bko5x14Z"}},"img":"systems/pf2e/icons/equipment/weapons/dagger.webp","name":"Dagger","sort":700000,"system":{"MAP":{"value":""},"baseItem":"dagger","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"knife","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":9,"range":null,"reload":{"value":"-"},"rules":[],"size":"med","slug":"dagger","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","finesse","thrown-10","versatile-s"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"Fp1HfFAh4RS6QmWp","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.tH5GirEy7YB3ZgCk"}},"img":"systems/pf2e/icons/equipment/weapons/rapier.webp","name":"Rapier","sort":800000,"system":{"MAP":{"value":""},"baseItem":"rapier","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"rapier","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["deadly-d8","disarm","finesse"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"xEqKYbCmcrTHGRtn","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.hIgqLgH3YcLZBeoT"}},"img":"systems/pf2e/icons/equipment/weapons/shortbow.webp","name":"Shortbow","sort":900000,"system":{"MAP":{"value":""},"baseItem":"shortbow","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bow","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":3}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":60,"reload":{"value":"0"},"rules":[],"size":"med","slug":"shortbow","source":{"value":"Pathfinder Core 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flexibility.</p>"},"dex":{"value":4},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"1"},"group":"leather","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"leather-armor","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":10},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"ASzWZXNPw8zAJgM8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.BKdzb8hu3kZtKH3Z"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/bracelet-of-dashing.webp","name":"Bracelet of Dashing","sort":1100000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> command</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> You gain a +10-foot status bonus to Speed for 1 minute.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lLP56tbG689TNKW5]</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":58}},"quantity":1,"rules":[{"key":"FlatModifier","selector":"acrobatics","type":"item","value":1}],"size":"med","slug":"bracelet-of-dashing","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["invested","magical","transmutation"]},"usage":{"value":"worn"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"PTAcsB2CGeMsMOqt","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.DwMXEqy7Ws8NYQQh"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/doubling-rings.webp","name":"Doubling Rings","sort":1200000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are <em>weapon potency</em> and <em>striking</em>, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.</p>\n<p>The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":50}},"quantity":1,"rules":[],"size":"med","slug":"doubling-rings","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["evocation","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"4cqKDbLBxxQtlrzB","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.7fSnvJ2xoSfa6JXD"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/caltrops.webp","name":"Caltrops","sort":1300000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>These four‑pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a @Check[type:acrobatics|dc:14|name:Avoid Caltrops] check or take 1d4 piercing damage and [[/r 1[bleed]]] damage. A creature taking persistent bleed damage from caltrops takes a -5‑foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":3}},"quantity":1,"rules":[],"size":"med","slug":"caltrops","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"wJwOVRq4IxHBokK5","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Zycu6zaGvDsqLH5g"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/sheath.webp","name":"Sheath","sort":1400000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{}},"quantity":10,"rules":[],"size":"med","slug":"sheath","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"UsPzrDc7XR4jv8tb","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":1500000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You need thieves' tools to @UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H]{Pick Locks} or @UUID[Compendium.pf2e.actionspf2e.cYdz2grcOcRt4jk6]{Disable Devices} (of some types) using the Thievery skill.</p>\n<p>If your thieves' tools are broken, you can repair them by replacing the lock picks with @UUID[Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44]{Replacement Picks} appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"thieves-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"hb9j6OSzdEU3U0jn","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools (Replacement Picks)","sort":1600000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>These are replacement picks for @UUID[Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc].</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":3}},"quantity":2,"rules":[],"size":"med","slug":"thieves-tools-replacement-picks","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"litwmrXu94M9N5yU","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.w2ENw2VMPcsbif8g"}},"img":"systems/pf2e/icons/equipment/weapons/arrows.webp","name":"Arrows","sort":1700000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. 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{"_id":"KQXXdJeD8nbMSqgZ","img":"systems/pf2e/icons/iconics/SeoniFull.webp","items":[{"_id":"6jkvw4760i5vj25t","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.2goYo6VNbwC6aKF1"},"pf2e":{"itemGrants":{"bloodline":{"id":"kadud1vflj74002e"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Bloodline","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented are as follows:</p>\n<ul>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.3qqvnC2U8W26yae7]{Aberrant}</strong> A strange and unknowable influence gives you occult spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.vhW3glAaEfq2DKrw]{Angelic}</strong> Holy grace bestows divine spells upon you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.w5koctOVrEcpxTIq]{Demonic}</strong> A sinful corruption gives you divine spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.o39zQMIdERWtmBSB]{Diabolic}</strong> A bond with devils gives you divine spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.ZHabYxSgYK0XbjhM]{Draconic}</strong> The blood of dragons grants you arcane spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.RXRnJcG4XSabZ35a]{Elemental}</strong> The power of the elements manifests in you as primal spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.eW3cfCH7Wpx2vik2]{Fey}</strong> Influence from the fey gives you primal spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.tYOMBiH3HbViNWwn]{Genie}</strong> Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.O0uXZRWMNliDbkxU]{Hag}</strong> The blight of a hag has given you occult spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.ZEtJJ5UOlV5oTWWp]{Imperial}</strong> An ancient power grants you arcane spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.5Wxjghw7lHuCxjZz]{Nymph}</strong> One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.TWR1wbPJuCLnGdFZ]{Phoenix}</strong> The healing fire a phoenix's blessing grants you primal spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.PpzH9tJULk5ksX9w]{Psychopomp}</strong> For good or ill, your ancestors' deeds drew the attention of psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.uoQOm41BVdSo6pAS]{Shadow}</strong> Whether due to a velstrac's manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.7WBZ2kkhZ7JorWu2]{Undead}</strong> The touch of death gives you divine spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.dKTb959aCQIzSIXj]{Wyrmblessed}</strong> A draconic blessing grants you divine spells.</li>\n</ul>"},"level":{"value":1},"location":"lh4nwrpq4ae6u8bz","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.{actor|system.proficiencies.aliases.sorcerer}.rank","predicate":["class:sorcerer"],"value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}},{"adjustName":false,"allowedDrops":{"label":"level 1 sorcerer class feature","predicate":["item:level:1","item:trait:sorcerer","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.3qqvnC2U8W26yae7"},{"value":"Compendium.pf2e.classfeatures.vhW3glAaEfq2DKrw"},{"value":"Compendium.pf2e.classfeatures.w5koctOVrEcpxTIq"},{"value":"Compendium.pf2e.classfeatures.o39zQMIdERWtmBSB"},{"value":"Compendium.pf2e.classfeatures.ZHabYxSgYK0XbjhM"},{"value":"Compendium.pf2e.classfeatures.RXRnJcG4XSabZ35a"},{"value":"Compendium.pf2e.classfeatures.eW3cfCH7Wpx2vik2"},{"value":"Compendium.pf2e.classfeatures.tYOMBiH3HbViNWwn"},{"value":"Compendium.pf2e.classfeatures.O0uXZRWMNliDbkxU"},{"value":"Compendium.pf2e.classfeatures.ZEtJJ5UOlV5oTWWp"},{"value":"Compendium.pf2e.classfeatures.5Wxjghw7lHuCxjZz"},{"value":"Compendium.pf2e.classfeatures.TWR1wbPJuCLnGdFZ"},{"value":"Compendium.pf2e.classfeatures.PpzH9tJULk5ksX9w"},{"value":"Compendium.pf2e.classfeatures.uoQOm41BVdSo6pAS"},{"value":"Compendium.pf2e.classfeatures.7WBZ2kkhZ7JorWu2"},{"value":"Compendium.pf2e.classfeatures.dKTb959aCQIzSIXj"}],"flag":"bloodline","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Sorcerer.Bloodline.Prompt","selection":"Compendium.pf2e.classfeatures.ZEtJJ5UOlV5oTWWp"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.bloodline}"}],"slug":"bloodline","source":{"value":""},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gpxess0xvabdptnf","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.H6ziAPvCipTPG8SH"}},"img":"systems/pf2e/icons/features/classes/bloodline-spells.webp","name":"Bloodline Spells","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don't need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found here.</p>\n<h3>Reading A Bloodline Entry</h3>\n<p>A bloodline entry contains the following information:</p>\n<p><strong>Spell List</strong> You use this magical tradition and spell list.</p>\n<p><strong>Bloodline Skills</strong> You become trained in the listed skills.</p>\n<p><strong>Granted Spells</strong> You automatically add the spells listed here to your spell repertoire, as described in the Spell Repertoire class feature. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that level.</p>\n<p><strong>Bloodline Spells</strong> You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.</p>\n<p><strong>Blood Magic</strong> Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.</p>"},"level":{"value":1},"location":"lh4nwrpq4ae6u8bz","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":9,"value":1}],"slug":"bloodline-spells","source":{"value":""},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"6w74w698dvvom4ln","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.gmnx7e1g08bppbqt"}},"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","name":"Sorcerer Spellcasting","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<h2 class=\"title\">Sorcerer Spellcasting</h2>\n<p>Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a spell component pouch.</p>\n<p>Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.</p>\n<p>As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>\n<h3 class=\"title\"><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.</p>\n<h3 class=\"title\"><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>1* </td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>1* </td>\n</tr>\n<tr>\n<td colspan=\"12\">* The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>"},"level":{"value":1},"location":"lh4nwrpq4ae6u8bz","prerequisites":{"value":[]},"rules":[],"slug":"sorcerer-spellcasting","source":{"value":""},"traits":{"rarity":"common","selected":{"sorcerer":"Sorcerer"},"value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"1exnza48ohj95bgg","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.lURKSJZAGKVD6cH9"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","name":"Spell Repertoire (Sorcerer)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<h3 class=\"title\"><strong>Swapping Spells in your Repertoire</strong></h3>\n<p>As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.</p>"},"level":{"value":1},"location":"lh4nwrpq4ae6u8bz","prerequisites":{"value":[]},"rules":[],"slug":"spell-repertoire-sorcerer","source":{"value":""},"traits":{"rarity":"common","selected":{"sorcerer":"Sorcerer"},"value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"lh4nwrpq4ae6u8bz","flags":{"core":{"sourceId":"Compendium.pf2e.classes.15Yc1r6s9CEhSTMe"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/sorcerer.webp","name":"Sorcerer","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":"<p><em>You didn't choose to become a spellcaster-you were born one. There's magic in your blood, whether a divinity touched one of your ancestors, a forebear communed with a primal creature, or a powerful occult ritual influenced your line. Self-reflection and study allow you to refine your inherent magical skills and unlock new, more powerful abilities. The power in your blood carries a risk, however, and you constantly face the choice of whether you'll rise to become a master spellcaster or fall into destruction.</em></p>\n<p><strong>Key Ability: CHARISMA</strong></p>\n<p>At 1st level, your class gives you an ability boost to Charisma.</p>\n<p><strong>Hit Points: 6 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1 class=\"title\">Roleplaying the Sorcerer</h1>\n<h2 class=\"title\">During Combat Encounters...</h2>\n<p>You use spells to injure your enemies, influence their minds, and hamper their movements. You might be too vulnerable to get into melee combat, or your bloodline might give you abilities that help you hold your own in a brawl. While your magic is powerful, to conserve your best spells-or when you've used them all up-you also rely on cantrips.</p>\n<h2 class=\"title\">During Social Encounters...</h2>\n<p>Your natural charisma makes you good at interacting with people.</p>\n<h2 class=\"title\">While Exploring...</h2>\n<p>You detect the magic around you, finding treasures and warning your adventuring group of magical traps. When the group encounters mysteries or problems related to your bloodline, you try to solve them.</p>\n<h2 class=\"title\">In Downtime...</h2>\n<p>You craft magic items or scribe scrolls. Your bloodline might drive you to research your ancestry or associate with affiliated people or creatures.</p>\n<h2 class=\"title\">You Might...</h2>\n<ul>\n<li>Have a strong independent streak, and whether you embrace or reject your magical heritage, you long to distinguish yourself both as a spellcaster and as an individual.</li>\n<li>View your lineage with fascination, fear, or something in between-anything from wholehearted acceptance to vehement rejection.</li>\n<li>Rely on magic items, such as scrolls and wands, to supplement your limited selection of spells.</li>\n</ul>\n<h2 class=\"title\">Others Probably...</h2>\n<ul>\n<li>Marvel at your ability to create magic from thin air and view your abilities with equal parts admiration and mistrust.</li>\n<li>Consider you less dedicated than studious wizards, devoted clerics, and other practitioners of magic, since power comes to you naturally.</li>\n<li>Assume you're as unpredictable as the magic you bring forth, even if your personality proves otherwise.</li>\n</ul>\n<h1 class=\"title\">Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2 class=\"title\">Perception</h2>\n<p>Trained in Perception</p>\n<h2 class=\"title\">Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2 class=\"title\">Skills</h2>\n<p>Trained in one or more skills determined by your bloodline</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2 class=\"title\">Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2 class=\"title\">Defenses</h2>\n<p>Untrained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2 class=\"title\">Spells</h2>\n<p>Trained in spell attack rolls of your spellcasting tradition, as indicated by your bloodline</p>\n<p>Trained in spell DCs of your spellcasting tradition, as indicated by your bloodline</p>\n<h1 class=\"title\">Class Features</h1>\n<p>You gain these features as a Sorcerer. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, signature spells, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, magical fortitude, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, alertness, general feat, weapon expertise, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Bloodline paragon, general feat, legendary spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, skill feat, sorcerer feat</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2 class=\"title\">Bloodline</h2>\n<p>Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented in this book are as follows.</p>\n<ul>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.3qqvnC2U8W26yae7]{Aberrant}</strong> A strange and unknowable influence gives you occult spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.vhW3glAaEfq2DKrw]{Angelic}</strong> Holy grace bestows divine spells upon you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.w5koctOVrEcpxTIq]{Demonic}</strong> A sinful corruption gives you divine spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.o39zQMIdERWtmBSB]{Diabolic}</strong> A bond with devils gives you divine spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.ZHabYxSgYK0XbjhM]{Draconic}</strong> The blood of dragons grants you arcane spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.RXRnJcG4XSabZ35a]{Elemental}</strong> The power of the elements manifests in you as primal spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.eW3cfCH7Wpx2vik2]{Fey}</strong> Influence from the fey gives you primal spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.tYOMBiH3HbViNWwn]{Genie}</strong> Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.O0uXZRWMNliDbkxU]{Hag}</strong> The blight of a hag has given you occult spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.ZEtJJ5UOlV5oTWWp]{Imperial}</strong> An ancient power grants you arcane spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.5Wxjghw7lHuCxjZz]{Nymph}</strong> One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.PpzH9tJULk5ksX9w]{Psychopomp}</strong> For good or ill, your ancestors' deeds drew the attention of psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.uoQOm41BVdSo6pAS]{Shadow}</strong> Whether due to a velstrac's manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.7WBZ2kkhZ7JorWu2]{Undead}</strong> The touch of death gives you divine spells.\n</li>\n</ul>\n<h2 class=\"title\">Bloodline Spells</h2>\n<p>Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don't need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found here.</p>\n<h3>Reading A Bloodline Entry</h3>\n<p>A bloodline entry contains the following information:</p>\n<p><strong>Spell List</strong> You use this magical tradition and spell list.</p>\n<p><strong>Bloodline Skills</strong> You become trained in the listed skills.</p>\n<p><strong>Granted Spells</strong> You automatically add the spells listed here to your spell repertoire, as described in the Spell Repertoire class feature. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that level.</p>\n<p><strong>Bloodline Spells</strong> You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.</p>\n<p><strong>Blood Magic</strong> Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.</p>\n<h2 class=\"title\">Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.</p>\n<h2 class=\"title\">Sorcerer Spellcasting</h2>\n<p>Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a spell component pouch.</p>\n<p>Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.</p>\n<p>As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3-17: Sorcerer Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>\n<h3 class=\"title\"><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.</p>\n<h3 class=\"title\"><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color: white; width: 120px; background-color: #522e2c; text-align: center; height: 25px;\" colspan=\"12\">* The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Spell Repertoire</h2>\n<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3-17), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always your bloodline spell, but you can choose the other spells you gain. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new bloodline spell and two other 2nd-level spells, and so on. When you add spells, you might select a higher-level version of a spell you already have so that you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<h3 class=\"title\">Swapping Spells in your Repertoire</h3>\n<p>As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.</p>\n<h2 class=\"title\">Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2 class=\"title\">Sorcerer Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level, you gain a sorcerer class feat.</p>\n<h2 class=\"title\">General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2 class=\"title\">Signature Spells<span style=\"float: right;\">Level 3</span></h2>\n<p>You've learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.</p>\n<h2 class=\"title\">Skill Increases<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2 class=\"title\">Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2 class=\"title\">Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2 class=\"title\">Magical Fortitude<span style=\"float: right;\">Level 5</span></h2>\n<p>Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2 class=\"title\">Expert Spellcaster<span style=\"float: right;\">Level 7</span></h2>\n<p>Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to expert.</p>\n<h2 class=\"title\">Lightning Reflexes<span style=\"float: right;\">Level 9</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2 class=\"title\">Alertness<span style=\"float: right;\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2 class=\"title\">Weapon Expertise<span style=\"float: right;\">Level 11</span></h2>\n<p>You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increase to expert.</p>\n<h2 class=\"title\">Defensive Robes<span style=\"float: right;\">Level 13</span></h2>\n<p>The flow of magic and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.</p>\n<h2 class=\"title\">Weapon Specialization<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned to inflict grave wounds with your most practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.</p>\n<h2 class=\"title\">Master Spellcaster<span style=\"float: right;\">Level 15</span></h2>\n<p>You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to master.</p>\n<h2 class=\"title\">Resolve<span style=\"float: right;\">Level 17</span></h2>\n<p>You've steeled you mind with resolve. Your proficiency rank for Will saves increase to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2 class=\"title\">Bloodline Paragon<span style=\"float: right;\">Level 19</span></h2>\n<p>You have perfected the magic in your bloodline. Add two common 10th-level spells of your tradition to your repertoire. You gain a single 10th-level spell slot you can use to cast these spells, using sorcerer spellcasting. Unlike other spell slots, you don't gain more 10th-level spells as you level up, and they can't be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You can take the @UUID[Compendium.pf2e.feats-srd.6SEDoht4dXEJE5SW] sorcerer feat to gain a second slot.</p>\n<h2 class=\"title\">Legendary Spellcaster<span style=\"float: right;\">Level 19</span></h2>\n<p>You demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to legendary.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":6,"items":{"2dihl":{"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","level":1,"name":"Spell Repertoire (Sorcerer)","uuid":"Compendium.pf2e.classfeatures.lURKSJZAGKVD6cH9"},"4r1hh":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":17,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"5wsjn":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"7nvmf":{"img":"systems/pf2e/icons/features/classes/bloodline-paragon.webp","level":19,"name":"Bloodline Paragon","uuid":"Compendium.pf2e.classfeatures.feCnVrPPlKhl701x"},"b6ose":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":9,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"ds47l":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":11,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"erm0v":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"i55qe":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"jx0fg":{"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","level":1,"name":"Sorcerer Spellcasting","uuid":"Compendium.pf2e.classfeatures.gmnx7e1g08bppbqt"},"pryw9":{"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","level":3,"name":"Signature Spells","uuid":"Compendium.pf2e.classfeatures.VKRjmXxBFLrJK01c"},"q2jao":{"img":"systems/pf2e/icons/features/classes/defensive-robes.webp","level":13,"name":"Defensive Robes","uuid":"Compendium.pf2e.classfeatures.gU7epgcPSm0TD1UK"},"q8nk5":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"qimsg":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Bloodline","uuid":"Compendium.pf2e.classfeatures.2goYo6VNbwC6aKF1"},"r346v":{"img":"systems/pf2e/icons/features/classes/bloodline-spells.webp","level":1,"name":"Bloodline Spells","uuid":"Compendium.pf2e.classfeatures.H6ziAPvCipTPG8SH"},"tr1s2":{"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","level":5,"name":"Magical Fortitude","uuid":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"},"zmu64":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"}},"keyAbility":{"selected":"cha","value":["cha"]},"perception":1,"rules":[],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"sorcerer","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"kadud1vflj74002e","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ZEtJJ5UOlV5oTWWp"},"pf2e":{"grantedBy":{"id":"6jkvw4760i5vj25t"}}},"img":"systems/pf2e/icons/features/classes/imperial.webp","name":"Bloodline: Imperial","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full.</p>\n<p><strong>Spell List</strong> arcane</p>\n<p><strong>Bloodline Skills</strong> Arcana, Society</p>\n<p><strong>Granted Spells</strong> cantrip <em>@UUID[Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl]</em>, 1st: <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em>, 2nd: <em>@UUID[Compendium.pf2e.spells-srd.9HpwDN4MYQJnW0LG]</em>, 3rd: <em>@UUID[Compendium.pf2e.spells-srd.o6YCGx4lycsYpww4]</em>, 4th: <em>@UUID[Compendium.pf2e.spells-srd.VlNcjmYyu95vOUe8]</em>, 5th: <em>@UUID[Compendium.pf2e.spells-srd.Ek5XI0aEdZhBgm21]</em>, 6th: <em>@UUID[Compendium.pf2e.spells-srd.r7ihOgKv19eJQnik]</em>, 7th: <em>@UUID[Compendium.pf2e.spells-srd.d6o52BnjViNz7Gub]</em>, 8th: <em>@UUID[Compendium.pf2e.spells-srd.Oj1PJBMQD9vuwCv7]</em>, 9th: <em>@UUID[Compendium.pf2e.spells-srd.PngDCmU0MXZkbu0v]</em></p>\n<p><strong>Bloodline Spells</strong> initial: <em>@UUID[Compendium.pf2e.spells-srd.dtOUkMC57izf93z5]</em>, advanced: <em>@UUID[Compendium.pf2e.spells-srd.GxxnhRIaoGKtu1iO]</em>, greater: <em>@UUID[Compendium.pf2e.spells-srd.h47yv6j6x1pUtzlr]</em></p>\n<p><strong>Blood Magic</strong> A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.vguxP8ukwVTWWWaA]</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","predicate":["class:sorcerer"],"priority":10,"value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.arc.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.soc.rank","value":1},{"key":"ActiveEffectLike","mode":"override","path":"system.proficiencies.aliases.sorcerer","priority":39,"value":"arcane"}],"slug":"bloodline-imperial","source":{"value":""},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8E9LN7kl4YCjQFfI","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Hills Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"bofgiv1x2pcrw4e4","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.8UXahQfkP9GZ1TNW"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Nomad","sort":0,"system":{"boosts":{"0":{"selected":"wis","value":["con","wis"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.</p>\n<p>Choose two ability boosts. One must be to <strong>Constitution</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Survival skill and a Lore skill related to one terrain you traveled in (such as Desert Lore or Swamp Lore). You gain the @UUID[Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0] skill feat with Survival.</p>"},"items":{"dbply":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Assurance","uuid":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"rules":[],"slug":"nomad","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"<Terrain> Lore","trainedSkills":{"value":["sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"bzfoPYe431hEHqhA","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.X9tKWtQrAcmn26Nv"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Adapted Cantrip","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Through study of multiple magical traditions, you've altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you're a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class's tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[{"value":"spellcasting class feature"}]},"rules":[],"slug":"adapted-cantrip","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"UD5ZQji3i6eC98xO","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Spontaneous Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"spontaneous"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":3,"prepared":[],"value":3},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"arcane"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"21DMdLbqKnHb9a2n","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl"}},"img":"systems/pf2e/icons/spells/detect-magic.webp","name":"Detect Magic","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"detect-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"P9l1N4ltNlVvQIKI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.RA7VKcen3p56rVyZ"}},"img":"systems/pf2e/icons/spells/forbidding-ward.webp","name":"Forbidding Ward","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.ctMxYPGEpstvhW9C]</p>\n<hr />\n<p><strong>Heightened (6th)</strong> The status bonus increases to +2.</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"forbidding-ward","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 ally and 1 enemy"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ZEM3LiX6y4xyVqPI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gYjPm7YwGtEa1oxh"}},"img":"systems/pf2e/icons/spells/ray-of-frost.webp","name":"Ray of Frost","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"cold"},"value":"1d4"}}},"description":{"value":"<p>You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.I4PsUAaYSUJ8pwKC]</p>\n<p><strong>Success</strong> The target takes normal damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ray-of-frost","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","cold","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"mO0JO3CSh5tg1VtI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.UKsIOWmMx4hSpafl"}},"img":"systems/pf2e/icons/spells/color-spray.webp","name":"Color Spray","sort":0,"system":{"ability":{"value":""},"area":{"type":"cone","value":15},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Swirling colors affect viewers based on their Will saves.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature is unaffected.</p>\n<p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 round.</p>\n<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1}, @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] for 1 round, and Dazzled for 1 minute.</p>\n<p><strong>Critical Failure</strong> The creature is Stunned for 1 round and Blinded for 1 minute.</p>"},"duration":{"value":"1 or more rounds (see below)"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"color-spray","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["incapacitation","visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"dgAxX5iVJqM0Ye6C","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.k34hDOfIIMAxNL4a"}},"img":"systems/pf2e/icons/spells/grim-tendrils.webp","name":"Grim Tendrils","sort":0,"system":{"ability":{"value":""},"area":{"type":"line","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"negative"},"value":"2d4"}}},"description":{"value":"<p>Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and [[/r 1[bleed]]] damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.</p>\n<hr /><strong>Critical Success</strong> The creature is unaffected.\n<p><strong>Success</strong> The creature takes half the negative damage and no persistent bleed damage.</p>\n<p><strong>Failure</strong> The creature takes full damage.</p>\n<p><strong>Critical Failure</strong> The creature takes double negative damage and double persistent bleed damage.</p>\n<hr /><strong>Heightened (+1)</strong> The negative damage increases by 2d4, and the persistent bleed damage increases by 1."},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"grim-tendrils","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["negative"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"bFdbyI1suTbkBXsY","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM"}},"img":"systems/pf2e/icons/spells/magic-missile.webp","name":"Magic Missile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"force"},"value":"1d4+1"}}},"description":{"value":"<p>You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> You shoot one additional missile with each action you spend.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-missile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1 to 3"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"08xe6gxwDe2KQEho","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. 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Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"BwIxd9J0EUVs9FQe","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"9r3tOqc5bXTjJyIH","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Survival)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.</p>"},"level":{"value":1},"location":"bofgiv1x2pcrw4e4","maxTakable":null,"prerequisites":{"value":[{"value":"trained in at least one skill"}]},"rules":[{"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillAth","value":"athletics"},{"label":"PF2E.SkillCra","value":"crafting"},{"label":"PF2E.SkillDec","value":"deception"},{"label":"PF2E.SkillDip","value":"diplomacy"},{"label":"PF2E.SkillItm","value":"intimidation"},{"label":"PF2E.SkillMed","value":"medicine"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillPrf","value":"performance"},{"label":"PF2E.SkillRel","value":"religion"},{"label":"PF2E.SkillSoc","value":"society"},{"label":"PF2E.SkillSte","value":"stealth"},{"label":"PF2E.SkillSur","value":"survival"},{"label":"PF2E.SkillThi","value":"thievery"},{"label":"PF2E.SkillLore","value":"lore"}],"flag":"assurance","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"survival"},{"key":"SubstituteRoll","label":"PF2E.SpecificRule.SubstituteRoll.Assurance","selector":"{item|flags.pf2e.rulesSelections.assurance}","slug":"assurance","value":10},{"key":"AdjustModifier","predicate":["substitute:assurance",{"not":"bonus:type:proficiency"}],"selector":"{item|flags.pf2e.rulesSelections.assurance}","suppress":true}],"slug":"assurance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"HOXnRBzungCueSav","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gISYsBFby1TiXfBt"}},"img":"systems/pf2e/icons/spells/acid-splash.webp","name":"Acid Splash","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}},"description":{"value":"<p>You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus [[/r (1[splash])[acid]]]. On a critical success, the target also takes [[/r 1[persistent,acid]]] damage.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The initial damage increases to 1d6 + your spellcasting ability modifier, and the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60] increases to [[/r 2[persistent,acid]]].</p>\n<p><strong>Heightened (5th)</strong> The initial damage increases to 2d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 3[persistent,acid]]], and the splash damage increases to [[/r (2[splash])[acid]]].</p>\n<p><strong>Heightened (7th)</strong> The initial damage increases to 3d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 4[persistent,acid]]], and the splash damage increases to [[/r (3[splash])[acid]]].</p>\n<p><strong>Heightened (9th)</strong> The initial damage increases to 4d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 5[persistent,acid]]], and the splash damage increases to [[/r (4[splash])[acid]]].</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}}},"5":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"2d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"2"}}}},"7":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"3d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"3"}}}},"9":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"4d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"4"}}}}},"type":"fixed"},"level":{"value":1},"location":{"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"acid-splash","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","acid","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"qcjdhxjU6dzYwsTp","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR"}},"img":"systems/pf2e/icons/spells/shield.webp","name":"Shield","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.</p>\n<p>While the spell is in effect, you can use the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em> spell.</p>\n<p>Heightening the spell increases the shield's Hardness.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Jemq5UknGdMO7b73]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.QF6RDlCoTvkVHRo4]</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The shield has Hardness 10.</p>\n<p><strong>Heightened (5th)</strong> The shield has Hardness 15.</p>\n<p><strong>Heightened (7th)</strong> The shield has Hardness 20.</p>\n<p><strong>Heightened (9th)</strong> The shield has Hardness 25.</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shield","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"}],"name":"Seoni (Level 1)","prototypeToken":{"name":"Seoni","texture":{"src":"systems/pf2e/icons/iconics/Seoni.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":15},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["cha","dex","con","int"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"LN"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":1},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":1},"dec":{"rank":1},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["draconic","vudrani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.KQXXdJeD8nbMSqgZ"}}}
{"_id":"OlR1ZpTMxfZd0nq5","img":"systems/pf2e/icons/iconics/LiniFull.webp","items":[{"_id":"49oOWS67huagQgZX","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.tXC5Gwn9D5x0ouJh"}},"img":"systems/pf2e/icons/features/ancestry/sensate-gnome.webp","name":"Sensate Gnome","sort":0,"system":{"ancestry":{"name":"Gnome","slug":"gnome","uuid":"Compendium.pf2e.ancestries.CYlfsYLJcBOgqKtD"},"description":{"value":"<p>You see all colors as brighter, hear all sounds as richer, and especially smell all scents with incredible detail. You gain a special sense: imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine the exact location of a creature. The GM will usually double the range if you're downwind from the creature or halve the range if you're upwind.</p>\n<p>In addition, you gain a +2 circumstance bonus to Perception checks whenever you're trying to locate an undetected creature that is within the range of your scent.</p>"},"rules":[{"key":"FlatModifier","label":"Sensate Gnome (locate undetected by smell)","predicate":["target:undetected","target:within-30-feet"],"selector":"perception","type":"circumstance","value":2},{"acuity":"imprecise","key":"Sense","range":30,"selector":"scent"}],"slug":"sensate-gnome","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"enow7xm0w59lpf7c","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.ZdhPKEY9FfaOS8Wy"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Herbalist","sort":0,"system":{"boosts":{"0":{"selected":"wis","value":["con","wis"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You're adept at collecting the right natural cures in all sorts of environments and preparing them properly.</p>\n<p>Choose two ability boosts. One must be to <strong>Constitution</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Nature skill and the Herbalism Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.WC4xLBGmBsdOdHWu] skill feat.</p>"},"items":{"i5m1o":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Natural Medicine","uuid":"Compendium.pf2e.feats-srd.WC4xLBGmBsdOdHWu"}},"rules":[],"slug":"herbalist","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Herbalism Lore","trainedSkills":{"value":["nat"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"mhcu588721isuajg","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.WC4xLBGmBsdOdHWu"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Medicine","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you're in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM's determination.</p>"},"level":{"value":1},"location":"enow7xm0w59lpf7c","prerequisites":{"value":[{"value":"trained in Nature"}]},"rules":[{"key":"FlatModifier","label":"Natural Medicine (Treat Wounds with fresh ingredients)","predicate":["action:treat-wounds","fresh-ingredients"],"selector":"nature","type":"circumstance","value":2}],"slug":"natural-medicine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"HNp6X1T3HLT1uggz","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.48X3xSWxI20RPOr9"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Burrow Elocutionist","sort":100000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"burrow-elocutionist","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["gnome"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0lGqM4cVCL7cr8Zu","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal Prepared Spells","sort":0,"system":{"ability":{"value":"wis"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{"0":false,"1":false},"prepared":{"flexible":false,"value":"prepared"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"slots":{"slot0":{"max":5,"prepared":{"0":{"id":"tL0RvHgyQocxfl5q"},"1":{"id":"I2cKo9B9CBhkspW0"},"2":{"id":"0QGombEFvsA230Ub"},"3":{"id":"PQ7ZYoCkrs14SIJA"},"4":{"id":"LnT7YFM6pgeffrGh"}},"value":0},"slot1":{"max":2,"prepared":{"0":{"id":"CUds7YuCFk0hXRGw"},"1":{"id":"Fhk6sB620A7yv8qM"}},"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"primal"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"tL0RvHgyQocxfl5q","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl"}},"img":"systems/pf2e/icons/spells/detect-magic.webp","name":"Detect Magic","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"detect-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"I2cKo9B9CBhkspW0","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.kBhaPuzLUSwS6vVf"}},"img":"systems/pf2e/icons/spells/electric-arc.webp","name":"Electric Arc","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"electricity"},"value":"1d4"}}},"description":{"value":"<p>An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"electric-arc","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 or 2 creatures"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["electricity","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"0QGombEFvsA230Ub","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.O9w7r4BKgPogYDDe"}},"img":"systems/pf2e/icons/spells/produce-flame.webp","name":"Produce Flame","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"fire"},"value":"1d4"}}},"description":{"value":"<p>A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach.</p>\n<p>On a success, you deal 1d4 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and [[/r 1d4[persistent,fire]]] damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> Increase the damage by 1d4 and the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60] on a critical hit by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"produce-flame","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","fire","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"PQ7ZYoCkrs14SIJA","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.SnjhtQYexDtNDdEg"}},"img":"systems/pf2e/icons/spells/stabelize.webp","name":"Stabilize","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Positive energy shuts death's door. 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It can attempt to Escape against your spell DC to remove the penalty.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.TwtUIEyenrtAbeiX]</p>\n<p><strong>Failure</strong> The target is unaffected.</p>\n<hr />\n<p><strong>Heightened (2nd)</strong> The effects last for 2 rounds.</p>\n<p><strong>Heightened (4th)</strong> The effects last for 1 minute.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"tanglefoot","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","cantrip","plant"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"w5h4oapzd7kztfst","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. 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slings.</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"per":10,"value":{"cp":1}},"quantity":10,"rules":[],"size":"med","slug":"sling-bullets","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"slingBullets","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"bqXVnho2aeJsiRPM","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":2,"rules":[],"size":"med","slug":"gold-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"6Noky7al1D5RCj3g","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5Ew82vBF9YfaiY9f"}},"img":"systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp","name":"Silver Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":4,"rules":[],"size":"med","slug":"silver-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"oCLwN1Dtdb8gJq4R","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.lzJ8AVhRcbFul5fh"}},"img":"systems/pf2e/icons/equipment/treasure/currency/copper-pieces.webp","name":"Copper Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":8,"rules":[],"size":"med","slug":"copper-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"NimM8csExNjhJz7E","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Herbalism Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"CUds7YuCFk0hXRGw","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs"}},"img":"systems/pf2e/icons/spells/heal.webp","name":"Heal","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"value":"positive"},"value":"1d8"}}},"description":{"value":"<p>You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(verbal, somatic)</strong> The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8</p>\n<p><span class=\"pf2-icon\">3</span> <strong>(material, somatic, verbal)</strong> You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"overlays":{"37gy7l19tik74o4s":{"_id":"37gy7l19tik74o4s","name":"Heal (vs. Living)","overlayType":"override","sort":2,"system":{"components":{"somatic":true,"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"save":{"basic":"","value":""},"time":{"value":"2"}}},"7qdtetowq348s9oc":{"_id":"7qdtetowq348s9oc","overlayType":"override","sort":1,"system":{"components":{"somatic":true},"range":{"value":"touch"},"time":{"value":"1"}}},"7vbvdrv2cl87sqta":{"_id":"7vbvdrv2cl87sqta","overlayType":"override","sort":4,"system":{"area":{"type":"emanation","value":30},"components":{"material":true,"somatic":true,"verbal":true},"range":{"value":""},"target":{"value":"all living and undead creatures"},"time":{"value":"3"}}},"lfxcoz2d3f8j2zq1":{"_id":"lfxcoz2d3f8j2zq1","name":"Heal (vs. Undead)","overlayType":"override","sort":3,"system":{"components":{"somatic":true,"verbal":true},"range":{"value":"30 feet"},"spellType":{"value":"save"},"target":{"value":"1 undead"},"time":{"value":"2"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living creature or 1 undead"},"time":{"value":"1 to 3"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"0nKFlNZW5ag9gKsD","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal Focus Spells","sort":0,"system":{"ability":{"value":"wis"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"focus"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"value":0},"tradition":{"value":"primal"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"nocr822r7NOyPaEI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Zmh4ynfnCtwKeAYl"}},"img":"systems/pf2e/icons/spells/heal-animal.webp","name":"Heal Animal","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"healing"},"value":"1d8"}}},"description":{"value":"<p>You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(somatic, verbal)</strong> The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"0nKFlNZW5ag9gKsD"},"materials":{"value":""},"overlays":{"b1ms5uwp9vwblhkq":{"_id":"b1ms5uwp9vwblhkq","overlayType":"override","sort":2,"system":{"components":{"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"time":{"value":"2"}}},"md8ss7iwxhth4y5f":{"_id":"md8ss7iwxhth4y5f","overlayType":"override","sort":1,"system":{"area":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"subtype":""}}}},"range":{"value":"touch"},"time":{"value":"1"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heal-animal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living animal creature"},"time":{"value":"1 to 2"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["druid","healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"xT1IzWUnC7K7AJyn","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.CYlfsYLJcBOgqKtD"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/gnome.svg","name":"Gnome","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","dwarven","elven","goblin","jotun","orcish"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["con"]},"2":{"selected":"wis","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it's unclear why the first gnomes wandered to Golarion, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. These qualities are further reflected in their physical characteristics, such as spindly limbs, brightly colored hair, and childlike and extremely expressive facial features that further reflect their otherworldly origins.</em></p>\n<hr />\n<p>Always hungry for new experiences, gnomes constantly wander both mentally and physically, attempting to stave off a terrible ailment that threatens all of their people. This affliction—the Bleaching—strikes gnomes who fail to dream, innovate, and take in new experiences, in the gnomes' absence of crucial magical essence from the First World. Gnomes latch onto a source of localized magic where they live, typically primal magic, as befits their fey lineage, but this isn't enough to avoid the Bleaching unless they supplement this magic with new experiences. The Bleaching slowly drains the color—literally—from gnomes, and it plunges those affected into states of deep depression that eventually claim their lives. Very few gnomes survive this scourge, becoming deeply morose and wise survivors known as bleachlings.</p>\n<p>If you want a character with boundless enthusiasm and an alien, fey outlook on morality and life, you should play a gnome.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Embrace learning and hop from one area of study to another without warning.</li>\n<li>Rush into action before fully taking stock of the entire situation.</li>\n<li>Speak, think, and move quickly, and lose patience with those who can't keep up.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Appreciate your enthusiasm and the energy with which you approach new situations.</li>\n<li>Struggle to understand your motivations or adapt to your rapid changes of direction.</li>\n<li>See you as unpredictable, flighty, unreliable, or even reckless.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Most gnomes stand just over 3 feet in height and weigh little more than a human child. They exhibit a wide range of natural skin, hair, and eye colors. For gnomes that haven't begun the Bleaching, nearly any hair and eye color other than white is possible, with vibrant colors most frequent, while skin tones span a slightly narrower spectrum and tend toward earthy tones and pinkish hues, though occasionally green, black, or pale blue. Gnomes' large eyes and dense facial muscles allow them to be particularly expressive in their emotions. Gnomes typically reach physical maturity at the age of 18, though many gnomes maintain a childlike curiosity about the world even into adulthood. A gnome can theoretically live to any age if she can stave off the Bleaching indefinitely, but in practice gnomes rarely live longer than around 400 years.</p>\n<h2>Society</h2>\n<p>While most gnomes adopt some of the cultural practices of the region in which they live, they tend to pick and choose, adjusting their communities to fit their own fey logic. This often leads to majority gnome communities eventually consisting almost entirely of gnomes, as other people, bewildered by gnomish political decisions, choose to move elsewhere. Gnomes have little culture that they would consider entirely their own. No gnome kingdoms or nations exist on the surface of Golarion, and gnomes wouldn't know what to do with such a state if they had one.</p>\n<p>By necessity, few gnomes marry for life, instead allowing relationships to run their course before amicably moving on, the better to stave off the Bleaching with new experiences. Though gnome families tend to be small, many gnome communities raise children communally, with fluid family boundaries. As adults depart the settlement, unrelated adolescents sometimes tag along, creating adopted families to journey together.</p>\n<h2>Alignment and Religion</h2>\n<p>Though gnomes are impulsive tricksters with inscrutable motives and confusing methods, many at least attempt to make the world a better place. They are prone to fits of powerful emotion, and they are often good but rarely lawful. Gnomes most commonly worship deities that value individuality and nature, such as Cayden Cailean, Desna, Gozreh, and Shelyn.</p>\n<h2>Adventurers</h2>\n<p>Adventure is not so much a choice as a necessity for most gnomes. Adventuring gnomes often claim mementos, allowing them to remember and relive their most exciting stories.</p>\n<p>Gnomes often consider the entertainer, merchant, or nomad backgrounds. In addition, the animal whisperer, barkeep, gambler, and tinker backgrounds are particularly appropriate.</p>\n<p>Gnomes' connection to magic makes spellcasting classes particularly thematic for you, especially classes that match the tradition of your primal innate spells, such as druid or primal sorcerer, though wellspring gnomes might choose others.</p>\n<h2>Names</h2>\n<p>Gnome names can get quite complex and polysyllabic. They have little interest in familial names, and most children receive their names purely on a parent's whim. Gnomes rarely concern themselves with how easy their names are to pronounce, and they often go by shorter nicknames. Some even collect and chronicle these nicknames. Among gnomes, the shorter the name, the more feminine it's considered to be.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Abroshtor, Bastargre, Besh, Fijit, Halungalom, Krolmnite, Neji, Majet, Pai, Poshment, Queck, Trig, Zarzuket, Zatqualmie</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Gnome Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Small</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Constitution, Charisma, Free</p>\n<p><strong>Ability Flaw</strong> Strength</p>\n<p><strong>Languages</strong> Common, Gnomish, Sylvan</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Goblin, Jotun, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Low-Light Vision</p>"},"flaws":{"0":{"value":["str"]}},"hp":8,"items":{},"languages":{"custom":"","value":["common","gnomish","sylvan"]},"reach":5,"rules":[],"size":"sm","slug":"gnome","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["gnome","humanoid"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"R7Fye0jloUtYG0fR","flags":{"core":{"sourceId":"Compendium.pf2e.classes.7s57JDCaiYYCAdFx"}},"img":"systems/pf2e/icons/classes/druid.webp","name":"Druid","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it - and an agonizing death to those who take it too lightly. You are one of those who hear nature's call. You stand in awe of the majesty of its power and give yourself over to its service.</em></p>\n<p><strong>Key Ability: WISDOM</strong></p>\n<p>At 1st level, your class gives you an ability boost to Wisdom.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Druid</h1>\n<h2>During Combat Encounters...</h2>\n<p>You call upon the forces of nature to defeat your enemies and protect your allies. You cast spells that draw upon primal magic to protect yourself and your friends, heal their wounds, or summon deadly animals to fight at your side. Depending on your bond to nature, you might call upon powerful elemental magic or change shape into a terrifying beast.</p>\n<h2>During Social Encounters...</h2>\n<p>You represent balance and a reasoned approach to problems, looking for solutions that not only are best for the natural world, but also allow the creatures within it to live in harmony and peace. You often propose compromises that allow both sides to gain what they truly need, even if they can't have all that they desire.</p>\n<h2>While Exploring...</h2>\n<p>Your nature skills are invaluable. You track down enemies, navigate the wilderness, and use spells to detect magical auras around you. You might even ask wild animals to lend their extraordinary senses and scouting abilities to your group.</p>\n<h2>In Downtime...</h2>\n<p>You might craft magic items or potions. Alternatively, your tie to nature might lead you to tend a wilderness area, befriending beasts and healing the wounds caused by civilization. You might even teach sustainable farming and animal husbandry techniques that allow others to subsist off the land without harming the natural balance.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Have a deep and meaningful respect for the power of nature.</li>\n<li>Be in constant awe of the natural world, eager to share it with others but wary of their influence upon it.</li>\n<li>Treat plants and animals as allies, working with them to reach your goals.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>View you as a representative of nature, and are sure you can control it.</li>\n<li>Assume you're a recluse who avoids society and cities and prefers to live in the wild.</li>\n<li>Consider you a mystic, similar to a priest, but answering only to the forces of nature.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Nature</p>\n<p>Trained in one skill determined by your druidic order</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in medium armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in primal spell attacks</p>\n<p>Trained in primal spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Druid. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, primal spellcasting, anathema, Druidic language, druidic order, Shield Block, wild empathy</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, alertness, general feat, great fortitude, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, druid feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, druid weapon expertise, general feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, medium armor expertise, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, legendary spellcaster, primal hierophant, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, druid feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Anathema</h2>\n<p>As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>\n<p>The following acts are anathema to all druids:</p>\n<ul>\n<li>Using metal armor or shields.</li>\n<li>Despoiling natural places.</li>\n<li>Teaching the Druidic language to non-druids.</li>\n</ul>\n<p>Each druidic order also has additional anathema acts, detailed in the order's entry.</p>\n<p>See specific orders for more information.</p>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Druidic Language</h2>\n<p>You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.</p>\n<h2>Druidic Order</h2>\n<p>Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.</p>\n<p>Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.</p>\n<p>Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots to cast, and you can't cast them using spell slots. Selecting druid feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.</p>\n<p>Orders can be found here (@UUID[Compendium.pf2e.classfeatures.POBvoXifa9HaejAg]{Animal}, @UUID[Compendium.pf2e.classfeatures.u4nlOzPj2WHkIj9l]{Leaf}, @UUID[Compendium.pf2e.classfeatures.acqqlYmti8D9QJi0]{Storm}, and @UUID[Compendium.pf2e.classfeatures.v0EjtiwdeMj8ykI0]{Wild}).</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level you gain a number of proficiencies, representing your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Primal Spellcasting</h2>\n<p>The power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a spell component pouch.</p>\n<p>At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the primal spell list or from other primal spells to which you gain access and learn via @UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW]. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3-11: Druid Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you gain spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of druid spell slot you have. For example, as a 1st-level druid, your cantrips are 1st-level spells, and as a 5th-level druid, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* The primal hierophant class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2>Shield Block</h2>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>\n<h2>Wild Empathy</h2>\n<p>You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.</p>\n<h2>Druid Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level, you gain a druid class feat.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Alertness<span style=\"float:right\">Level 3</span></h2>\n<p>Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Great Fortitude<span style=\"float:right\">Level 3</span></h2>\n<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 5</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Expert Spellcaster<span style=\"float:right\">Level 7</span></h2>\n<p>Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for primal spell attack rolls and spell DCs increase to expert.</p>\n<h2>Druid Weapon Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You have become thoroughly familiar with the weapons of your trade. Your proficiency ranks for all simple weapons and unarmed attacks increase to expert.</p>\n<h2>Resolve<span style=\"float:right\">Level 11</span></h2>\n<p>You've steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2>Medium Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Master Spellcaster<span style=\"float:right\">Level 15</span></h2>\n<p>Primal magic answers your command. Your proficiency ranks for primal spell attack rolls and spell DCs increase to master.</p>\n<h2>Legendary Spellcaster<span style=\"float:right\">Level 19</span></h2>\n<p>You have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for primal spell attack rolls and spell DCs increase to legendary.</p>\n<h2>Primal Hierophant<span style=\"float:right\">Level 19</span></h2>\n<p>You command the most potent forces of primal magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using primal spellcasting. Unlike with other spell slots, you don't gain more 10th-level spells as you level up, though you can take the @UUID[Compendium.pf2e.feats-srd.Chu6s3xVnpOB64GH] feat to gain a second slot.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"3nzxp":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":5,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"426dn":{"img":"systems/pf2e/icons/features/classes/druid-weapon-expertise.webp","level":11,"name":"Druid Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.Ra32tlqBxHzT6fzN"},"5borr":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":11,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"5zf6s":{"img":"systems/pf2e/icons/features/classes/anathema(druid).webp","level":1,"name":"Anathema (Druid)","uuid":"Compendium.pf2e.classfeatures.nfBn8QB6HVdzpTFV"},"6cq7c":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":13,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"80cqf":{"img":"systems/pf2e/icons/features/classes/wild-empathy.webp","level":1,"name":"Wild Empathy","uuid":"Compendium.pf2e.classfeatures.d5BFFHXFJYKs5LXr"},"ai1ej":{"img":"systems/pf2e/icons/features/classes/druidic-language.webp","level":1,"name":"Druidic Language","uuid":"Compendium.pf2e.classfeatures.RiAGlnnp4S21BAG3"},"bic0m":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"},"cfonk":{"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","level":3,"name":"Great Fortitude","uuid":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"},"g63pa":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Druidic Order","uuid":"Compendium.pf2e.classfeatures.8STJEFVJISujgpMR"},"ibknd":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":3,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"ifwyc":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"ixkp9":{"img":"systems/pf2e/icons/features/classes/shield-block.webp","level":1,"name":"Shield Block","uuid":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"jfaqa":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"qvz7x":{"img":"systems/pf2e/icons/features/classes/primal-spellcasting.webp","level":1,"name":"Primal Spellcasting","uuid":"Compendium.pf2e.classfeatures.b8pnRxGuNzG0buuh"},"ycbpi":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"zird8":{"img":"systems/pf2e/icons/features/classes/primal-hierophant.webp","level":19,"name":"Primal Hierophant","uuid":"Compendium.pf2e.classfeatures.nzgb43mQmLgaqDoQ"}},"keyAbility":{"value":["wis"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.primal.rank","value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"druid","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":["nat"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"80ZRuEQ9aqnDts3V","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.8STJEFVJISujgpMR"},"pf2e":{"itemGrants":{"animalOrder":{"id":"NkbY0jRFPpx6xRuV","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Druidic Order","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell, and an additional trained skill tied to your order. While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.</p>\n<p>Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.</p>\n<p>Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots to cast, and you can't cast them using spell slots. Selecting druid feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.</p>\n<hr />\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.POBvoXifa9HaejAg]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.NdeFvIXdHwKYLiUj]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.u4nlOzPj2WHkIj9l]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.fKTewWlYgFuhl4KA]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.acqqlYmti8D9QJi0]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.FuUXyv2yBs7zRgqT]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.v0EjtiwdeMj8ykI0]</li>\n</ul>"},"level":{"value":1},"location":"R7Fye0jloUtYG0fR","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","predicate":["class:druid"],"priority":9,"value":1},{"adjustName":false,"allowedDrops":{"label":"level 1 druid class feature","predicate":["item:level:1","item:trait:druid","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.POBvoXifa9HaejAg"},{"value":"Compendium.pf2e.classfeatures.NdeFvIXdHwKYLiUj"},{"value":"Compendium.pf2e.classfeatures.u4nlOzPj2WHkIj9l"},{"value":"Compendium.pf2e.classfeatures.fKTewWlYgFuhl4KA"},{"value":"Compendium.pf2e.classfeatures.acqqlYmti8D9QJi0"},{"value":"Compendium.pf2e.classfeatures.FuUXyv2yBs7zRgqT"},{"value":"Compendium.pf2e.classfeatures.v0EjtiwdeMj8ykI0"}],"flag":"druidicOrder","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Druid.DruidicOrder.Prompt","selection":"Compendium.pf2e.classfeatures.POBvoXifa9HaejAg"},{"flag":"animalOrder","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.druidicOrder}"}],"slug":"druidic-order","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"o4AdIiyRlXUJhaA2","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.nfBn8QB6HVdzpTFV"}},"img":"systems/pf2e/icons/features/classes/anathema(druid).webp","name":"Anathema (Druid)","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>\n<p>The following acts are anathema to all druids:</p>\n<ul>\n<li>Using metal armor or shields.</li>\n<li>Despoiling natural places.</li>\n<li>Teaching the Druidic language to non-druids.</li>\n</ul>\n<p>Each druidic order also has additional anathema acts, detailed in the order's entry.</p>\n<p>See specific orders for more information.</p>"},"level":{"value":1},"location":"R7Fye0jloUtYG0fR","prerequisites":{"value":[]},"rules":[],"slug":"anathema-druid","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tGB1U1JPXp3QngGP","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.RiAGlnnp4S21BAG3"}},"img":"systems/pf2e/icons/features/classes/druidic-language.webp","name":"Druidic Language","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.</p>"},"level":{"value":1},"location":"R7Fye0jloUtYG0fR","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.traits.languages.value","value":"druidic"}],"slug":"druidic-language","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Pe2g4Tchv9P9f91G","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.b8pnRxGuNzG0buuh"}},"img":"systems/pf2e/icons/features/classes/primal-spellcasting.webp","name":"Primal Spellcasting","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a material component pouch.</p>\n<p>At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the primal spell list, or from other primal spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.</p>"},"level":{"value":1},"location":"R7Fye0jloUtYG0fR","prerequisites":{"value":[]},"rules":[],"slug":"primal-spellcasting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"NDHHP6AdElZ5NofT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"yugrJA7HP2y8wjHY","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/shield-block.webp","name":"Shield Block","sort":400,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>"},"level":{"value":1},"location":"R7Fye0jloUtYG0fR","prerequisites":{"value":[]},"rules":[{"flag":"shieldBlock","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"}],"slug":"shield-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion","druid","fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9PF7RYAeOtnDe6fS","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.d5BFFHXFJYKs5LXr"}},"img":"systems/pf2e/icons/features/classes/wild-empathy.webp","name":"Wild Empathy","sort":500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.</p>"},"level":{"value":1},"location":"R7Fye0jloUtYG0fR","prerequisites":{"value":[]},"rules":[],"slug":"wild-empathy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"rk6tybXriBTZDRli","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.f2Pl5dWEL9ZvEyI1"},"pf2e":{"grantedBy":{"id":"NkbY0jRFPpx6xRuV","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Animal Companion","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You gain the service of a young animal companion that travels with you on your adventure and obeys any simple commands you give it to the best of your abilities.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"animal order"}]},"rules":[],"slug":"animal-companion","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid","ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"NkbY0jRFPpx6xRuV","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.POBvoXifa9HaejAg"},"pf2e":{"grantedBy":{"id":"80ZRuEQ9aqnDts3V","onDelete":"cascade"},"itemGrants":{"animalCompanion":{"id":"rk6tybXriBTZDRli","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/animal.webp","name":"Animal Order","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have a strong connection to beasts, and you are allied with a beast companion. You are trained in Athletics. You also gain the @UUID[Compendium.pf2e.feats-srd.f2Pl5dWEL9ZvEyI1]{Animal Companion (Druid)} druid feat. You gain the <em>@UUID[Compendium.pf2e.spells-srd.Zmh4ynfnCtwKeAYl]</em> order spell. Committing wanton cruelty to animals or killing animals unnecessarily is anathema to your order. (This doesn't prevent you from defending yourself against animals or killing them cleanly for food.)</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.ath.rank","value":1},{"flag":"animalCompanion","key":"GrantItem","predicate":["class:druid"],"uuid":"Compendium.pf2e.feats-srd.f2Pl5dWEL9ZvEyI1"}],"slug":"animal-order","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"yugrJA7HP2y8wjHY","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"NDHHP6AdElZ5NofT","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Shield Block","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"general","description":{"value":"<p><strong>Trigger</strong> While you have your shield raised, you would take damage from a physical attack</p>\n<hr />\n<p>You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"shield-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Fhk6sB620A7yv8qM","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.EE7Q5BHIrfWNCPtT"}},"img":"systems/pf2e/icons/spells/magic-fang.webp","name":"Magic Fang","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Choose one of the target's unarmed attacks. You cause that unarmed attack to shine with primal energy. The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.MqZ6FScbfGtXB8tt]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-fang","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"hRbK7h4sabA6myyv","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gISYsBFby1TiXfBt"}},"img":"systems/pf2e/icons/spells/acid-splash.webp","name":"Acid Splash","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}},"description":{"value":"<p>You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus [[/r (1[splash])[acid]]]. On a critical success, the target also takes [[/r 1[persistent,acid]]] damage.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The initial damage increases to 1d6 + your spellcasting ability modifier, and the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60] increases to [[/r 2[persistent,acid]]].</p>\n<p><strong>Heightened (5th)</strong> The initial damage increases to 2d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 3[persistent,acid]]], and the splash damage increases to [[/r (2[splash])[acid]]].</p>\n<p><strong>Heightened (7th)</strong> The initial damage increases to 3d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 4[persistent,acid]]], and the splash damage increases to [[/r (3[splash])[acid]]].</p>\n<p><strong>Heightened (9th)</strong> The initial damage increases to 4d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 5[persistent,acid]]], and the splash damage increases to [[/r (4[splash])[acid]]].</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}}},"5":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"2d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"2"}}}},"7":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"3d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"3"}}}},"9":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"4d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"4"}}}}},"type":"fixed"},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"acid-splash","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","acid","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"jcb8aJMDFcSyOrcG","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"w5h4oapzd7kztfst","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"f7OG1FIhiD0v23Vp","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"quantity":1,"rules":[],"size":"med","slug":"healers-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Lini (Level 1)","prototypeToken":{"name":"Lini","texture":{"src":"systems/pf2e/icons/iconics/Lini.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":18},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["wis","dex","con","cha"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"N"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":1},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":1},"sur":{"rank":1},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["druidic"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.OlR1ZpTMxfZd0nq5"}}}
{"_id":"Pgwirgn9Jm9SSIAB","img":"systems/pf2e/icons/iconics/SeoniFull.webp","items":[{"_id":"8E9LN7kl4YCjQFfI","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Hills Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"bofgiv1x2pcrw4e4","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.8UXahQfkP9GZ1TNW"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Nomad","sort":0,"system":{"boosts":{"0":{"selected":"wis","value":["con","wis"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.</p>\n<p>Choose two ability boosts. One must be to <strong>Constitution</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Survival skill and a Lore skill related to one terrain you traveled in (such as Desert Lore or Swamp Lore). You gain the @UUID[Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0] skill feat with Survival.</p>"},"items":{"dbply":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Assurance","uuid":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"rules":[],"slug":"nomad","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"<Terrain> Lore","trainedSkills":{"value":["sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"bzfoPYe431hEHqhA","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.X9tKWtQrAcmn26Nv"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Adapted Cantrip","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Through study of multiple magical traditions, you've altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you're a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class's tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[{"value":"spellcasting class feature"}]},"rules":[],"slug":"adapted-cantrip","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"UD5ZQji3i6eC98xO","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Spontaneous Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"spontaneous"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":4,"prepared":[],"value":4},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":4,"prepared":[],"value":4},"slot3":{"max":3,"prepared":[],"value":3},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"arcane"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"21DMdLbqKnHb9a2n","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl"}},"img":"systems/pf2e/icons/spells/detect-magic.webp","name":"Detect Magic","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"detect-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"P9l1N4ltNlVvQIKI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.RA7VKcen3p56rVyZ"}},"img":"systems/pf2e/icons/spells/forbidding-ward.webp","name":"Forbidding Ward","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.ctMxYPGEpstvhW9C]</p>\n<hr />\n<p><strong>Heightened (6th)</strong> The status bonus increases to +2.</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"forbidding-ward","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 ally and 1 enemy"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ZEM3LiX6y4xyVqPI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gYjPm7YwGtEa1oxh"}},"img":"systems/pf2e/icons/spells/ray-of-frost.webp","name":"Ray of Frost","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"cold"},"value":"1d4"}}},"description":{"value":"<p>You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.I4PsUAaYSUJ8pwKC]</p>\n<p><strong>Success</strong> The target takes normal damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ray-of-frost","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","cold","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"mO0JO3CSh5tg1VtI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.UKsIOWmMx4hSpafl"}},"img":"systems/pf2e/icons/spells/color-spray.webp","name":"Color Spray","sort":0,"system":{"ability":{"value":""},"area":{"type":"cone","value":15},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Swirling colors affect viewers based on their Will saves.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature is unaffected.</p>\n<p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 round.</p>\n<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1}, @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] for 1 round, and Dazzled for 1 minute.</p>\n<p><strong>Critical Failure</strong> The creature is Stunned for 1 round and Blinded for 1 minute.</p>"},"duration":{"value":"1 or more rounds (see below)"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"color-spray","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["incapacitation","visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"dgAxX5iVJqM0Ye6C","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.k34hDOfIIMAxNL4a"}},"img":"systems/pf2e/icons/spells/grim-tendrils.webp","name":"Grim Tendrils","sort":0,"system":{"ability":{"value":""},"area":{"type":"line","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"negative"},"value":"2d4"}}},"description":{"value":"<p>Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and [[/r 1[bleed]]] damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.</p>\n<hr /><strong>Critical Success</strong> The creature is unaffected.\n<p><strong>Success</strong> The creature takes half the negative damage and no persistent bleed damage.</p>\n<p><strong>Failure</strong> The creature takes full damage.</p>\n<p><strong>Critical Failure</strong> The creature takes double negative damage and double persistent bleed damage.</p>\n<hr /><strong>Heightened (+1)</strong> The negative damage increases by 2d4, and the persistent bleed damage increases by 1."},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"grim-tendrils","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["negative"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"bFdbyI1suTbkBXsY","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM"}},"img":"systems/pf2e/icons/spells/magic-missile.webp","name":"Magic Missile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"force"},"value":"1d4+1"}}},"description":{"value":"<p>You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> You shoot one additional missile with each action you spend.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"signature":true,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-missile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1 to 3"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"08xe6gxwDe2KQEho","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. 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It comes in many forms, though the most common sorts look like clerical vestments, monk's garments, or wizard's robes, as members of all three classes are likely to avoid wearing armor.</p>"},"dex":{"value":5},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"L"},"group":"cloth","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":1}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"clothing-explorers","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":0},"traits":{"rarity":"common","value":["comfort"]},"usage":{"value":"wornarmor"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"VEBaV4UNwyECDDOh","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ktjFOp3U0wQD9t0Z"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/antidote.webp","name":"Antidote (Lesser)","sort":300000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>An antidote protects you against toxins. Upon drinking an antidote, you gain a +2 item bonus to Fortitude saving throws against poisons for 6 hours.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.7z1iY4AaNEAIKuAU]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"antidote-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"LlYpQtJJJGFb1jri","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.FVjTuBCIefAgloUU"}},"img":"systems/pf2e/icons/equipment/weapons/staff.webp","name":"Staff","sort":0,"system":{"MAP":{"value":""},"baseItem":"staff","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d4"},"description":{"value":"<p>This long piece of wood can aid in walking and deliver a mighty blow.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"club","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"staff","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["two-hand-d8"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"07a5UYslrLRUEhv1","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Focus Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"focus"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"arcane"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"l8sA2adip4zsmMOW","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.dtOUkMC57izf93z5"}},"img":"systems/pf2e/icons/spells/ancestral-memories.webp","name":"Ancestral Memories","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> You temporarily become an expert in the skill you choose.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"07a5UYslrLRUEhv1"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ancestral-memories","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"M3JcOzKU9KWlQf3v","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.DBWfPOYZaupwo3rz"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Adaptive Adept","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You've continued adapting your magic to blend your class's tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Spell. You can cast this spell as a spell of your class's magical tradition. If you choose a 1st-level spell, you don't gain access to the heightened versions of that spell, meaning you can't prepare them if you prepare spells and you can't learn them or select the spell as a signature spell if you have a spell repertoire.</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[{"value":"Adapted Cantrip"},{"value":"can cast 3rd level spells"}]},"rules":[],"slug":"adaptive-adept","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"no9ez2jUQCyDY0mb","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.tWBK7Zbt80JlPryC"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Bespell Weapon","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Frequency</strong> once per turn</p>\n<p><strong>Requirements</strong> Your most recent action was to cast a non-cantrip spell.</p>\n<hr />\n<p>You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.</p>\n<ul>\n<li><strong>Abjuration</strong> @UUID[Compendium.pf2e.feat-effects.GbbwJhwSNLw06XpO]{force damage},</li>\n<li><strong>Conjuration or Transmutation</strong> @UUID[Compendium.pf2e.feat-effects.E8MiV00QEhH5n18L]{the same type as the weapon},</li>\n<li><strong>Divination, Enchantment, or Illusion</strong> @UUID[Compendium.pf2e.feat-effects.ZSgB3imGveukWUxs]{mental damage},</li>\n<li><strong>Evocation</strong> a type the spell dealt, or @UUID[Compendium.pf2e.feat-effects.GbbwJhwSNLw06XpO]{force damage} if the spell didn't deal damage,</li>\n<li><strong>Necromancy</strong> @UUID[Compendium.pf2e.feat-effects.G1IRkppxJCYdfqXo]{negative damage}</li>\n</ul>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"bespell-weapon","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle","sorcerer","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gEkii61dElKvAnyW","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Dvz54d6aPhjsmUux"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Lie To Me","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn't apply if you don't have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Deception"}]},"rules":[],"slug":"lie-to-me","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"yjq9EtvHzsm95SCk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AmP0qu7c5dlBSath"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Toughness","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"hp","value":"@actor.level"},{"key":"ActiveEffectLike","mode":"downgrade","path":"system.attributes.dying.recoveryDC","value":9}],"slug":"toughness","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"AqrA8OTLswrgofOg","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Tt4Qw64fwrxhr5gT"}},"img":"systems/pf2e/icons/equipment/weapons/dart.webp","name":"Dart","sort":0,"system":{"MAP":{"value":""},"baseItem":"dart","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>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.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"dart","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"cp":1}},"propertyRune1":{"value":"returning"},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"dart","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["agile","thrown"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"JaNWCt5DWc6TcYRC","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"3d6+6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"RR2Pqzb4Zso1rwVZ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":12,"rules":[],"size":"med","slug":"gold-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"jvXekPguhsaEDuYs","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5Ew82vBF9YfaiY9f"}},"img":"systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp","name":"Silver Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":3,"rules":[],"size":"med","slug":"silver-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"sh7wt4mPipELZ64e","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.lzJ8AVhRcbFul5fh"}},"img":"systems/pf2e/icons/equipment/treasure/currency/copper-pieces.webp","name":"Copper Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":8,"rules":[],"size":"med","slug":"copper-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"Qu3wVBpGHrIvnSZw","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.9HpwDN4MYQJnW0LG"}},"img":"systems/pf2e/icons/spells/dispel-magic.webp","name":"Dispel Magic","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":true},"level":{"value":2},"location":{"heightenedLevel":2,"signature":true,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"dispel-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 spell effect or unattended magic item"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"SUWI62ZhDxDE2GaY","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.2ZdHjnpEQJuqOYSG"}},"img":"systems/pf2e/icons/spells/flaming-sphere.webp","name":"Flaming Sphere","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"fire"},"value":"3d6"}}},"description":{"value":"<p>You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you Sustain this Spell, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square.</p>\n<p>Creatures that succeed at their save take no damage (instead of half).</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":2},"location":{"heightenedLevel":2,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"flaming-sphere","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["fire"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"WAMrJpUYpqmPQFJh","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.0qaqksrGGDj74HXE"}},"img":"systems/pf2e/icons/spells/glitterdust.webp","name":"Glitterdust","sort":0,"system":{"ability":{"value":""},"area":{"type":"burst","value":10},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Creatures in the area are outlined by glittering dust. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] instead of @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML]. This applies both if the creature was already Invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target's invisibility is negated for 2 rounds.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 minute and its invisibility is negated for 1 minute.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] for 1 round and Dazzled for 10 minutes. Its invisibility is negated for 10 minutes.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"glitterdust","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"tlFxo9ZEQ1pAnx9w","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.5KobTMrZeZxuXMgl"}},"img":"systems/pf2e/icons/spells/spider-climb.webp","name":"Spider Climb","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed.</p>\n<hr />\n<p><strong>Heightened (5th)</strong> The duration increases to 1 hour.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"spider-climb","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"zkHgk2wYYPQOEXSv","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gPvtmKMRpg9I9D7H"}},"img":"systems/pf2e/icons/spells/earthbind.webp","name":"Earthbind","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage.</p>\n<hr /><strong>Critical Success</strong> The target is unaffected.\n<p><strong>Success</strong> The target falls safely up to 120 feet.</p>\n<p><strong>Failure</strong> The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round.</p>\n<p><strong>Critical Failure</strong> The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute.</p>"},"duration":{"value":"varies"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"heightenedLevel":3,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"earthbind","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 flying creature"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"n3kJmpw7iZe7BY09","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.o6YCGx4lycsYpww4"}},"img":"systems/pf2e/icons/spells/haste.webp","name":"Haste","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Magic empowers the target to act faster. It gains the @UUID[Compendium.pf2e.conditionitems.nlCjDvLMf2EkV2dl] condition and can use the extra action each round only for Strike and Stride actions.</p>\n<hr />\n<p><strong>Heightened (7th)</strong> You can target up to 6 creatures.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"heightenedLevel":3,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"haste","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"D37OioeOD7KdPEDN","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.9AAkVUCwF6WVNNY2"}},"img":"systems/pf2e/icons/spells/lightning-bolt.webp","name":"Lightning Bolt","sort":0,"system":{"ability":{"value":""},"area":{"type":"line","value":120},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"electricity"},"value":"4d12"}}},"description":{"value":"<p>A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d12.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d12"},"interval":1,"type":"interval"},"level":{"value":3},"location":{"heightenedLevel":3,"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"lightning-bolt","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["electricity"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"u0nZ2dBd1lmGm5tg","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.QJb8S927Yj81EgHH"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/writing-set.webp","name":"Writing Set","sort":0,"system":{"baseItem":null,"containerId":"08xe6gxwDe2KQEho","description":{"value":"<p>Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":1,"rules":[],"size":"med","slug":"writing-set","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"rH9VQXhYzNo0olZo","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"dex","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"cha","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"91g5xFuGMAuxaxwA","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"cR8ffndbu8GLeaDN","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Survival)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.</p>"},"level":{"value":1},"location":"bofgiv1x2pcrw4e4","maxTakable":null,"prerequisites":{"value":[{"value":"trained in at least one skill"}]},"rules":[{"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillAth","value":"athletics"},{"label":"PF2E.SkillCra","value":"crafting"},{"label":"PF2E.SkillDec","value":"deception"},{"label":"PF2E.SkillDip","value":"diplomacy"},{"label":"PF2E.SkillItm","value":"intimidation"},{"label":"PF2E.SkillMed","value":"medicine"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillPrf","value":"performance"},{"label":"PF2E.SkillRel","value":"religion"},{"label":"PF2E.SkillSoc","value":"society"},{"label":"PF2E.SkillSte","value":"stealth"},{"label":"PF2E.SkillSur","value":"survival"},{"label":"PF2E.SkillThi","value":"thievery"},{"label":"PF2E.SkillLore","value":"lore"}],"flag":"assurance","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"survival"},{"key":"SubstituteRoll","label":"PF2E.SpecificRule.SubstituteRoll.Assurance","selector":"{item|flags.pf2e.rulesSelections.assurance}","slug":"assurance","value":10},{"key":"AdjustModifier","predicate":["substitute:assurance",{"not":"bonus:type:proficiency"}],"selector":"{item|flags.pf2e.rulesSelections.assurance}","suppress":true}],"slug":"assurance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"YmBDYnqcUvn965FG","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Athletics)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.</p>"},"level":{"value":1},"location":"skill-2","maxTakable":null,"prerequisites":{"value":[{"value":"trained in at least one skill"}]},"rules":[{"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillAth","value":"athletics"},{"label":"PF2E.SkillCra","value":"crafting"},{"label":"PF2E.SkillDec","value":"deception"},{"label":"PF2E.SkillDip","value":"diplomacy"},{"label":"PF2E.SkillItm","value":"intimidation"},{"label":"PF2E.SkillMed","value":"medicine"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillPrf","value":"performance"},{"label":"PF2E.SkillRel","value":"religion"},{"label":"PF2E.SkillSoc","value":"society"},{"label":"PF2E.SkillSte","value":"stealth"},{"label":"PF2E.SkillSur","value":"survival"},{"label":"PF2E.SkillThi","value":"thievery"},{"label":"PF2E.SkillLore","value":"lore"}],"flag":"assurance","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"athletics"},{"key":"SubstituteRoll","label":"PF2E.SpecificRule.SubstituteRoll.Assurance","selector":"{item|flags.pf2e.rulesSelections.assurance}","slug":"assurance","value":10},{"key":"AdjustModifier","predicate":["substitute:assurance",{"not":"bonus:type:proficiency"}],"selector":"{item|flags.pf2e.rulesSelections.assurance}","suppress":true}],"slug":"assurance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"TzoC31YEHR3AMVoE","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gISYsBFby1TiXfBt"}},"img":"systems/pf2e/icons/spells/acid-splash.webp","name":"Acid Splash","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}},"description":{"value":"<p>You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus [[/r (1[splash])[acid]]]. On a critical success, the target also takes [[/r 1[persistent,acid]]] damage.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The initial damage increases to 1d6 + your spellcasting ability modifier, and the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60] increases to [[/r 2[persistent,acid]]].</p>\n<p><strong>Heightened (5th)</strong> The initial damage increases to 2d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 3[persistent,acid]]], and the splash damage increases to [[/r (2[splash])[acid]]].</p>\n<p><strong>Heightened (7th)</strong> The initial damage increases to 3d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 4[persistent,acid]]], and the splash damage increases to [[/r (3[splash])[acid]]].</p>\n<p><strong>Heightened (9th)</strong> The initial damage increases to 4d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 5[persistent,acid]]], and the splash damage increases to [[/r (4[splash])[acid]]].</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}}},"5":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"2d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"2"}}}},"7":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"3d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"3"}}}},"9":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"4d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"4"}}}}},"type":"fixed"},"level":{"value":1},"location":{"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"acid-splash","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","acid","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"yte8aMJxp3i4Lvsz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR"}},"img":"systems/pf2e/icons/spells/shield.webp","name":"Shield","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.</p>\n<p>While the spell is in effect, you can use the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em> spell.</p>\n<p>Heightening the spell increases the shield's Hardness.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Jemq5UknGdMO7b73]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.QF6RDlCoTvkVHRo4]</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The shield has Hardness 10.</p>\n<p><strong>Heightened (5th)</strong> The shield has Hardness 15.</p>\n<p><strong>Heightened (7th)</strong> The shield has Hardness 20.</p>\n<p><strong>Heightened (9th)</strong> The shield has Hardness 25.</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"UD5ZQji3i6eC98xO"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shield","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"D6z9jb15jLZbXoQO","flags":{"core":{"sourceId":"Compendium.pf2e.classes.15Yc1r6s9CEhSTMe"}},"img":"systems/pf2e/icons/classes/sorcerer.webp","name":"Sorcerer","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":"<p><em>You didn't choose to become a spellcaster-you were born one. There's magic in your blood, whether a divinity touched one of your ancestors, a forebear communed with a primal creature, or a powerful occult ritual influenced your line. Self-reflection and study allow you to refine your inherent magical skills and unlock new, more powerful abilities. The power in your blood carries a risk, however, and you constantly face the choice of whether you'll rise to become a master spellcaster or fall into destruction.</em></p>\n<p><strong>Key Ability: CHARISMA</strong></p>\n<p>At 1st level, your class gives you an ability boost to Charisma.</p>\n<p><strong>Hit Points: 6 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1 class=\"title\">Roleplaying the Sorcerer</h1>\n<h2 class=\"title\">During Combat Encounters...</h2>\n<p>You use spells to injure your enemies, influence their minds, and hamper their movements. You might be too vulnerable to get into melee combat, or your bloodline might give you abilities that help you hold your own in a brawl. While your magic is powerful, to conserve your best spells-or when you've used them all up-you also rely on cantrips.</p>\n<h2 class=\"title\">During Social Encounters...</h2>\n<p>Your natural charisma makes you good at interacting with people.</p>\n<h2 class=\"title\">While Exploring...</h2>\n<p>You detect the magic around you, finding treasures and warning your adventuring group of magical traps. When the group encounters mysteries or problems related to your bloodline, you try to solve them.</p>\n<h2 class=\"title\">In Downtime...</h2>\n<p>You craft magic items or scribe scrolls. Your bloodline might drive you to research your ancestry or associate with affiliated people or creatures.</p>\n<h2 class=\"title\">You Might...</h2>\n<ul>\n<li>Have a strong independent streak, and whether you embrace or reject your magical heritage, you long to distinguish yourself both as a spellcaster and as an individual.</li>\n<li>View your lineage with fascination, fear, or something in between-anything from wholehearted acceptance to vehement rejection.</li>\n<li>Rely on magic items, such as scrolls and wands, to supplement your limited selection of spells.</li>\n</ul>\n<h2 class=\"title\">Others Probably...</h2>\n<ul>\n<li>Marvel at your ability to create magic from thin air and view your abilities with equal parts admiration and mistrust.</li>\n<li>Consider you less dedicated than studious wizards, devoted clerics, and other practitioners of magic, since power comes to you naturally.</li>\n<li>Assume you're as unpredictable as the magic you bring forth, even if your personality proves otherwise.</li>\n</ul>\n<h1 class=\"title\">Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2 class=\"title\">Perception</h2>\n<p>Trained in Perception</p>\n<h2 class=\"title\">Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2 class=\"title\">Skills</h2>\n<p>Trained in one or more skills determined by your bloodline</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2 class=\"title\">Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2 class=\"title\">Defenses</h2>\n<p>Untrained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2 class=\"title\">Spells</h2>\n<p>Trained in spell attack rolls of your spellcasting tradition, as indicated by your bloodline</p>\n<p>Trained in spell DCs of your spellcasting tradition, as indicated by your bloodline</p>\n<h1 class=\"title\">Class Features</h1>\n<p>You gain these features as a Sorcerer. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, signature spells, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, magical fortitude, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, alertness, general feat, weapon expertise, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Skill feat, sorcerer feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Bloodline paragon, general feat, legendary spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, skill feat, sorcerer feat</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2 class=\"title\">Bloodline</h2>\n<p>Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented in this book are as follows.</p>\n<ul>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.3qqvnC2U8W26yae7]{Aberrant}</strong> A strange and unknowable influence gives you occult spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.vhW3glAaEfq2DKrw]{Angelic}</strong> Holy grace bestows divine spells upon you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.w5koctOVrEcpxTIq]{Demonic}</strong> A sinful corruption gives you divine spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.o39zQMIdERWtmBSB]{Diabolic}</strong> A bond with devils gives you divine spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.ZHabYxSgYK0XbjhM]{Draconic}</strong> The blood of dragons grants you arcane spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.RXRnJcG4XSabZ35a]{Elemental}</strong> The power of the elements manifests in you as primal spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.eW3cfCH7Wpx2vik2]{Fey}</strong> Influence from the fey gives you primal spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.tYOMBiH3HbViNWwn]{Genie}</strong> Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.O0uXZRWMNliDbkxU]{Hag}</strong> The blight of a hag has given you occult spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.ZEtJJ5UOlV5oTWWp]{Imperial}</strong> An ancient power grants you arcane spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.5Wxjghw7lHuCxjZz]{Nymph}</strong> One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.PpzH9tJULk5ksX9w]{Psychopomp}</strong> For good or ill, your ancestors' deeds drew the attention of psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.uoQOm41BVdSo6pAS]{Shadow}</strong> Whether due to a velstrac's manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.7WBZ2kkhZ7JorWu2]{Undead}</strong> The touch of death gives you divine spells.\n</li>\n</ul>\n<h2 class=\"title\">Bloodline Spells</h2>\n<p>Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don't need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found here.</p>\n<h3>Reading A Bloodline Entry</h3>\n<p>A bloodline entry contains the following information:</p>\n<p><strong>Spell List</strong> You use this magical tradition and spell list.</p>\n<p><strong>Bloodline Skills</strong> You become trained in the listed skills.</p>\n<p><strong>Granted Spells</strong> You automatically add the spells listed here to your spell repertoire, as described in the Spell Repertoire class feature. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that level.</p>\n<p><strong>Bloodline Spells</strong> You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.</p>\n<p><strong>Blood Magic</strong> Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.</p>\n<h2 class=\"title\">Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.</p>\n<h2 class=\"title\">Sorcerer Spellcasting</h2>\n<p>Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a spell component pouch.</p>\n<p>Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.</p>\n<p>As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3-17: Sorcerer Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>\n<h3 class=\"title\"><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.</p>\n<h3 class=\"title\"><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Spell Repertoire</h2>\n<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3-17), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always your bloodline spell, but you can choose the other spells you gain. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new bloodline spell and two other 2nd-level spells, and so on. When you add spells, you might select a higher-level version of a spell you already have so that you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<h3 class=\"title\">Swapping Spells in your Repertoire</h3>\n<p>As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.</p>\n<h2 class=\"title\">Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2 class=\"title\">Sorcerer Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level, you gain a sorcerer class feat.</p>\n<h2 class=\"title\">General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2 class=\"title\">Signature Spells<span style=\"float:right\">Level 3</span></h2>\n<p>You've learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.</p>\n<h2 class=\"title\">Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2 class=\"title\">Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2 class=\"title\">Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2 class=\"title\">Magical Fortitude<span style=\"float:right\">Level 5</span></h2>\n<p>Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2 class=\"title\">Expert Spellcaster<span style=\"float:right\">Level 7</span></h2>\n<p>Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to expert.</p>\n<h2 class=\"title\">Lightning Reflexes<span style=\"float:right\">Level 9</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2 class=\"title\">Alertness<span style=\"float:right\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2 class=\"title\">Weapon Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increase to expert.</p>\n<h2 class=\"title\">Defensive Robes<span style=\"float:right\">Level 13</span></h2>\n<p>The flow of magic and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.</p>\n<h2 class=\"title\">Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned to inflict grave wounds with your most practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.</p>\n<h2 class=\"title\">Master Spellcaster<span style=\"float:right\">Level 15</span></h2>\n<p>You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to master.</p>\n<h2 class=\"title\">Resolve<span style=\"float:right\">Level 17</span></h2>\n<p>You've steeled you mind with resolve. Your proficiency rank for Will saves increase to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2 class=\"title\">Bloodline Paragon<span style=\"float:right\">Level 19</span></h2>\n<p>You have perfected the magic in your bloodline. Add two common 10th-level spells of your tradition to your repertoire. You gain a single 10th-level spell slot you can use to cast these spells, using sorcerer spellcasting. Unlike other spell slots, you don't gain more 10th-level spells as you level up, and they can't be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You can take the @UUID[Compendium.pf2e.feats-srd.6SEDoht4dXEJE5SW] sorcerer feat to gain a second slot.</p>\n<h2 class=\"title\">Legendary Spellcaster<span style=\"float:right\">Level 19</span></h2>\n<p>You demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to legendary.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":6,"items":{"2dihl":{"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","level":1,"name":"Spell Repertoire (Sorcerer)","uuid":"Compendium.pf2e.classfeatures.lURKSJZAGKVD6cH9"},"4r1hh":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":17,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"5wsjn":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"7nvmf":{"img":"systems/pf2e/icons/features/classes/bloodline-paragon.webp","level":19,"name":"Bloodline Paragon","uuid":"Compendium.pf2e.classfeatures.feCnVrPPlKhl701x"},"b6ose":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":9,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"ds47l":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":11,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"erm0v":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"i55qe":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"jx0fg":{"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","level":1,"name":"Sorcerer Spellcasting","uuid":"Compendium.pf2e.classfeatures.gmnx7e1g08bppbqt"},"pryw9":{"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","level":3,"name":"Signature Spells","uuid":"Compendium.pf2e.classfeatures.VKRjmXxBFLrJK01c"},"q2jao":{"img":"systems/pf2e/icons/features/classes/defensive-robes.webp","level":13,"name":"Defensive Robes","uuid":"Compendium.pf2e.classfeatures.gU7epgcPSm0TD1UK"},"q8nk5":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"qimsg":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Bloodline","uuid":"Compendium.pf2e.classfeatures.2goYo6VNbwC6aKF1"},"r346v":{"img":"systems/pf2e/icons/features/classes/bloodline-spells.webp","level":1,"name":"Bloodline Spells","uuid":"Compendium.pf2e.classfeatures.H6ziAPvCipTPG8SH"},"tr1s2":{"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","level":5,"name":"Magical Fortitude","uuid":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"},"zmu64":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"}},"keyAbility":{"value":["cha"]},"perception":1,"rules":[],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"sorcerer","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"ECvQbgjU4O9Acx1u","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.2goYo6VNbwC6aKF1"},"pf2e":{"itemGrants":{"bloodlineImperial":{"id":"0DYPCIe248l7pclk","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Bloodline","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented are as follows:</p>\n<ul>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.3qqvnC2U8W26yae7]{Aberrant}</strong> A strange and unknowable influence gives you occult spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.vhW3glAaEfq2DKrw]{Angelic}</strong> Holy grace bestows divine spells upon you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.w5koctOVrEcpxTIq]{Demonic}</strong> A sinful corruption gives you divine spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.o39zQMIdERWtmBSB]{Diabolic}</strong> A bond with devils gives you divine spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.ZHabYxSgYK0XbjhM]{Draconic}</strong> The blood of dragons grants you arcane spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.RXRnJcG4XSabZ35a]{Elemental}</strong> The power of the elements manifests in you as primal spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.eW3cfCH7Wpx2vik2]{Fey}</strong> Influence from the fey gives you primal spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.tYOMBiH3HbViNWwn]{Genie}</strong> Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.O0uXZRWMNliDbkxU]{Hag}</strong> The blight of a hag has given you occult spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.ZEtJJ5UOlV5oTWWp]{Imperial}</strong> An ancient power grants you arcane spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.5Wxjghw7lHuCxjZz]{Nymph}</strong> One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.TWR1wbPJuCLnGdFZ]{Phoenix}</strong> The healing fire a phoenix's blessing grants you primal spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.PpzH9tJULk5ksX9w]{Psychopomp}</strong> For good or ill, your ancestors' deeds drew the attention of psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.uoQOm41BVdSo6pAS]{Shadow}</strong> Whether due to a velstrac's manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.7WBZ2kkhZ7JorWu2]{Undead}</strong> The touch of death gives you divine spells.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.dKTb959aCQIzSIXj]{Wyrmblessed}</strong> A draconic blessing grants you divine spells.</li>\n</ul>"},"level":{"value":1},"location":"D6z9jb15jLZbXoQO","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.{actor|system.proficiencies.aliases.sorcerer}.rank","predicate":["class:sorcerer"],"value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}},{"adjustName":false,"allowedDrops":{"label":"level 1 sorcerer class feature","predicate":["item:level:1","item:trait:sorcerer","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.3qqvnC2U8W26yae7"},{"value":"Compendium.pf2e.classfeatures.vhW3glAaEfq2DKrw"},{"value":"Compendium.pf2e.classfeatures.w5koctOVrEcpxTIq"},{"value":"Compendium.pf2e.classfeatures.o39zQMIdERWtmBSB"},{"value":"Compendium.pf2e.classfeatures.ZHabYxSgYK0XbjhM"},{"value":"Compendium.pf2e.classfeatures.RXRnJcG4XSabZ35a"},{"value":"Compendium.pf2e.classfeatures.eW3cfCH7Wpx2vik2"},{"value":"Compendium.pf2e.classfeatures.tYOMBiH3HbViNWwn"},{"value":"Compendium.pf2e.classfeatures.O0uXZRWMNliDbkxU"},{"value":"Compendium.pf2e.classfeatures.ZEtJJ5UOlV5oTWWp"},{"value":"Compendium.pf2e.classfeatures.5Wxjghw7lHuCxjZz"},{"value":"Compendium.pf2e.classfeatures.TWR1wbPJuCLnGdFZ"},{"value":"Compendium.pf2e.classfeatures.PpzH9tJULk5ksX9w"},{"value":"Compendium.pf2e.classfeatures.uoQOm41BVdSo6pAS"},{"value":"Compendium.pf2e.classfeatures.7WBZ2kkhZ7JorWu2"},{"value":"Compendium.pf2e.classfeatures.dKTb959aCQIzSIXj"}],"flag":"bloodline","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Sorcerer.Bloodline.Prompt","selection":"Compendium.pf2e.classfeatures.ZEtJJ5UOlV5oTWWp"},{"flag":"bloodlineImperial","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.bloodline}"}],"slug":"bloodline","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"6hAgNUoOEFWBBdBU","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.H6ziAPvCipTPG8SH"}},"img":"systems/pf2e/icons/features/classes/bloodline-spells.webp","name":"Bloodline Spells","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don't need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found here.</p>\n<h3>Reading A Bloodline Entry</h3>\n<p>A bloodline entry contains the following information:</p>\n<p><strong>Spell List</strong> You use this magical tradition and spell list.</p>\n<p><strong>Bloodline Skills</strong> You become trained in the listed skills.</p>\n<p><strong>Granted Spells</strong> You automatically add the spells listed here to your spell repertoire, as described in the Spell Repertoire class feature. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that level.</p>\n<p><strong>Bloodline Spells</strong> You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.</p>\n<p><strong>Blood Magic</strong> Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.</p>"},"level":{"value":1},"location":"D6z9jb15jLZbXoQO","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":9,"value":1}],"slug":"bloodline-spells","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xk4lJ1b5xXFrlqTS","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.gmnx7e1g08bppbqt"}},"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","name":"Sorcerer Spellcasting","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<h2 class=\"title\">Sorcerer Spellcasting</h2>\n<p>Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a spell component pouch.</p>\n<p>Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.</p>\n<p>As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>\n<h3 class=\"title\"><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.</p>\n<h3 class=\"title\"><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>1* </td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>4</td>\n<td>1* </td>\n</tr>\n<tr>\n<td colspan=\"12\">* The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>"},"level":{"value":1},"location":"D6z9jb15jLZbXoQO","prerequisites":{"value":[]},"rules":[],"slug":"sorcerer-spellcasting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{"sorcerer":"Sorcerer"},"value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"IYizZyo0YTMLa3af","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.lURKSJZAGKVD6cH9"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","name":"Spell Repertoire (Sorcerer)","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<h3 class=\"title\"><strong>Swapping Spells in your Repertoire</strong></h3>\n<p>As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.</p>"},"level":{"value":1},"location":"D6z9jb15jLZbXoQO","prerequisites":{"value":[]},"rules":[],"slug":"spell-repertoire-sorcerer","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{"sorcerer":"Sorcerer"},"value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Qc3qj8Q0kQW3SHOq","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.VKRjmXxBFLrJK01c"}},"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","name":"Signature Spells","sort":1200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Experience enables you to cast some spells more flexibly.</p>\n<p>For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell level or lower).</p>\n<p>You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.</p>"},"level":{"value":3},"location":"D6z9jb15jLZbXoQO","prerequisites":{"value":[]},"rules":[],"slug":"signature-spells","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard","oracle","psychic","sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"U6coYEBZKCAlOZuT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"}},"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","name":"Magical Fortitude","sort":2500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p><strong>Oracle, Sorcerer, Wizard</strong> Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<hr />\n<p><strong>Witch</strong> Your patron's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>"},"level":{"value":5},"location":"D6z9jb15jLZbXoQO","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.fortitude.rank","value":2}],"slug":"magical-fortitude","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0DYPCIe248l7pclk","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ZEtJJ5UOlV5oTWWp"},"pf2e":{"grantedBy":{"id":"ECvQbgjU4O9Acx1u","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/imperial.webp","name":"Bloodline: Imperial","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full.</p>\n<p><strong>Spell List</strong> arcane</p>\n<p><strong>Bloodline Skills</strong> Arcana, Society</p>\n<p><strong>Granted Spells</strong> cantrip <em>@UUID[Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl]</em>, 1st: <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em>, 2nd: <em>@UUID[Compendium.pf2e.spells-srd.9HpwDN4MYQJnW0LG]</em>, 3rd: <em>@UUID[Compendium.pf2e.spells-srd.o6YCGx4lycsYpww4]</em>, 4th: <em>@UUID[Compendium.pf2e.spells-srd.VlNcjmYyu95vOUe8]</em>, 5th: <em>@UUID[Compendium.pf2e.spells-srd.Ek5XI0aEdZhBgm21]</em>, 6th: <em>@UUID[Compendium.pf2e.spells-srd.r7ihOgKv19eJQnik]</em>, 7th: <em>@UUID[Compendium.pf2e.spells-srd.d6o52BnjViNz7Gub]</em>, 8th: <em>@UUID[Compendium.pf2e.spells-srd.Oj1PJBMQD9vuwCv7]</em>, 9th: <em>@UUID[Compendium.pf2e.spells-srd.PngDCmU0MXZkbu0v]</em></p>\n<p><strong>Bloodline Spells</strong> initial: <em>@UUID[Compendium.pf2e.spells-srd.dtOUkMC57izf93z5]</em>, advanced: <em>@UUID[Compendium.pf2e.spells-srd.GxxnhRIaoGKtu1iO]</em>, greater: <em>@UUID[Compendium.pf2e.spells-srd.h47yv6j6x1pUtzlr]</em></p>\n<p><strong>Blood Magic</strong> A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.vguxP8ukwVTWWWaA]</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","predicate":["class:sorcerer"],"priority":10,"value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.arc.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.soc.rank","value":1},{"key":"ActiveEffectLike","mode":"override","path":"system.proficiencies.aliases.sorcerer","priority":39,"value":"arcane"}],"slug":"bloodline-imperial","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"jIKYRhqgRLRcpDGN","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.b09B0XLNAiFP3gFT"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Counterspell (Sorcerer)","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> A creature casts a spell that you have in your repertoire.</p>\n<p><strong>Requirements</strong> You have an unexpended spell slot you could use to cast the triggering spell.</p>\n<hr />\n<p>When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to counter it. You expend one of your spell slots to counter the triggering creature's casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.</p>\n<p><strong>Special</strong> This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"counterspell-sorcerer","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["abjuration","sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"edYp795A5MIszwMI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.szIyEsvihc5e1w8n"}},"img":"systems/pf2e/icons/spells/soothe.webp","name":"Soothe","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":""},"value":"1d10+4"}}},"description":{"value":"<p>You grace the target's mind, boosting its mental defenses and healing its wounds. 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The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. 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{"_id":"TMDFyqQtryffdHvE","img":"systems/pf2e/icons/iconics/ValerosFull.webp","items":[{"_id":"8Fr8o3RIQUZMpZR5","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. 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One must be to <strong>Constitution</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Athletics skill and the Farming Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0] skill feat with Athletics.</p>"},"items":{"00b8b":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Assurance","uuid":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"rules":[],"slug":"farmhand","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Farming Lore","trainedSkills":{"value":["ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"4QKHaQdbGltG9HsO","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Farming Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"laaoaho5txfb21ck","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"naturalAmbition":{"id":"8rlyw2r4075dc9cm"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Ambition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. 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Both Strikes must have the same target. If the second Strike is made with a weapon that doesn't have the agile trait, it takes a -2 penalty.</p>\n<p>If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.Fighter.DoubleSlice.SecondAttackLabel","option":"double-slice-second","toggleable":true},{"key":"FlatModifier","predicate":["double-slice-second",{"not":"agile"}],"selector":"attack","value":-2}],"slug":"double-slice","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5rlfnozppburd7f8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. 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Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":2,"rules":[],"size":"med","slug":"flint-and-steel","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"oq183rkinsx8dh1m","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":0,"system":{"baseItem":null,"containerId":"5rlfnozppburd7f8","description":{"value":"<p>A rolled up bed.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"bedroll","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"zlgi3cq6v8o8glhv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":0,"system":{"baseItem":null,"containerId":"5rlfnozppburd7f8","description":{"value":"<p>Bar of soap.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"soap","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"WxLVOY3JBFgZGVe9","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.6DCy7tEF1cxaIJMy"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/grapling-hook.webp","name":"Grappling Hook","sort":0,"system":{"baseItem":null,"containerId":"5rlfnozppburd7f8","description":{"value":"<p>You can throw a grappling hook with a rope tied to it to make a climb easier. 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On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"grappling-hook","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"NtwULtr5g9pvZMp3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.wRSS5vP8ltrThsoC"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/mug.webp","name":"Mug","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":1,"rules":[],"size":"med","slug":"mug","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"ffcTyk3v1qsikwrq","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.LJdbVTOZog39EEbi"}},"img":"systems/pf2e/icons/equipment/weapons/longsword.webp","name":"Longsword","sort":0,"system":{"MAP":{"value":""},"baseItem":"longsword","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d8"},"description":{"value":"<p>Longswords can be one‑edged or two‑edged swords. 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The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"per":10,"value":{"sp":1}},"quantity":20,"rules":[],"size":"med","slug":"arrows","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"arrows","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"cPrXYJlkNY22Yq1b","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.dfum7DpOEkwxwTsT"}},"img":"systems/pf2e/icons/equipment/weapons/shield-boss.webp","name":"Shield Boss","sort":0,"system":{"MAP":{"value":""},"baseItem":"shield-boss","bonus":{"value":"0"},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d6"},"description":{"value":"<p>Typically a round, convex, or conical piece of thick metal attached to the center of a shield, a shield boss increases the bludgeoning damage of a shield bash.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"shield","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":5}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"shield-boss","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["attached-to-shield"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"VEX4oCE9RC9WuwKc","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5Ew82vBF9YfaiY9f"}},"img":"systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp","name":"Silver Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":7,"rules":[],"size":"med","slug":"silver-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"wQJDAwhGXcddQJJp","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.19OLlTrxvEtDAOHc"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Aggressive Block","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.</p>\n<hr />\n<p>You push back as you block, knocking your foe away or off balance.</p>\n<p>You use your shield to push the triggering creature, either automatically @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731]{Shoving} it 5 feet or causing it to become @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] until the start of your next turn.</p>\n<p>The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become flat-footed instead of being moved.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"aggressive-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"20E2ibvfx6FgyIVp","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AmP0qu7c5dlBSath"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Toughness","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"hp","value":"@actor.level"},{"key":"ActiveEffectLike","mode":"downgrade","path":"system.attributes.dying.recoveryDC","value":9}],"slug":"toughness","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"iOWxmTKIdlqycFVB","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.09PurtIanNUPfNRq"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Combat Climber","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your techniques allow you to fight as you climb. You're not flat-footed while Climbing and can Climb with a hand occupied. 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Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the <em>@UUID[Compendium.pf2e.spells-srd.izcxFQFwf3woCnFs]</em> cantrip as an occult innate spell.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":60}},"quantity":1,"rules":[{"key":"FlatModifier","selector":"occultism","type":"item","value":1}],"size":"med","slug":"pendant-of-the-occult","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["divination","invested","occult"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"DkEjX5k0zrMF13N6","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.gbwr57aT9ou8yKWT"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/wayfinder.webp","name":"Wayfinder","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass.</p>\n<p>An indentation in the middle of the <em>wayfinder</em> can hold a single <em>aeon stone</em>. Placing an <em>aeon stone</em> in this indentation provides you all the benefits of having the <em>aeon stone</em> orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a <em>wayfinder</em> and the <em>aeon stone</em> within it simultaneously, and they count as only one item toward your investiture limit. An invested <em>aeon stone</em> slotted in a <em>wayfinder</em> also grants its resonant power.</p>\n<p>If you have more than one <em>wayfinder</em> with an invested <em>aeon stone</em> on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional <em>aeon stones</em> orbiting your head, just not in <em>wayfinders</em>.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> command</p>\n<hr />\n<p><strong>Effect</strong> The <em>wayfinder</em> is targeted by a 1st-level <em>@UUID[Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4]</em> spell.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":28}},"quantity":1,"rules":[],"size":"med","slug":"wayfinder","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"uncommon","value":["evocation","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"lnGhfe4OJav55LfH","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"3d6+6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":2,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"q6JSJyBSQLyAQNu8","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"dex","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"AFGc1WX1fjQcWPQ5","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Athletics)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.</p>"},"level":{"value":1},"location":"pwime5jb01579gc3","maxTakable":null,"prerequisites":{"value":[{"value":"trained in at least one skill"}]},"rules":[{"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillAth","value":"athletics"},{"label":"PF2E.SkillCra","value":"crafting"},{"label":"PF2E.SkillDec","value":"deception"},{"label":"PF2E.SkillDip","value":"diplomacy"},{"label":"PF2E.SkillItm","value":"intimidation"},{"label":"PF2E.SkillMed","value":"medicine"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillPrf","value":"performance"},{"label":"PF2E.SkillRel","value":"religion"},{"label":"PF2E.SkillSoc","value":"society"},{"label":"PF2E.SkillSte","value":"stealth"},{"label":"PF2E.SkillSur","value":"survival"},{"label":"PF2E.SkillThi","value":"thievery"},{"label":"PF2E.SkillLore","value":"lore"}],"flag":"assurance","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"athletics"},{"key":"SubstituteRoll","label":"PF2E.SpecificRule.SubstituteRoll.Assurance","selector":"{item|flags.pf2e.rulesSelections.assurance}","slug":"assurance","value":10},{"key":"AdjustModifier","predicate":["substitute:assurance",{"not":"bonus:type:proficiency"}],"selector":"{item|flags.pf2e.rulesSelections.assurance}","suppress":true}],"slug":"assurance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"QJ89A5NrhAj4HuGV","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"5rlfnozppburd7f8","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"sKoPygDqqxC7MvWp","flags":{"core":{"sourceId":"Compendium.pf2e.classes.8zn3cD6GSmoo1LW4"}},"img":"systems/pf2e/icons/classes/fighter.webp","name":"Fighter","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":1,"martial":2,"other":{"name":"","rank":0},"simple":2,"unarmed":2},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":1,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Fighter</h1>\n<h2>During Combat Encounters...</h2>\n<p>You strike with unmatched accuracy and use specialized combat techniques. A melee fighter stands between allies and enemies, attacking foes who try to get past. A ranged fighter delivers precise shots from a distance.</p>\n<h2>During Social Encounters...</h2>\n<p>You can be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.</p>\n<h2>While Exploring...</h2>\n<p>You keep up your defenses in preparation for combat, and keep an eye out for hidden threats. You also overcome physical challenges in your way, breaking down doors, lifting obstacles, climbing adeptly, and leaping across pits.</p>\n<h2>In Downtime...</h2>\n<p>You might perform manual labor or craft and repair armaments. If you know techniques you no longer favor, you might train yourself in new ones. If you've established your reputation, you might build an organization or a stronghold of your own.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Know the purpose and quality of every weapon and piece of armor you own.</li>\n<li>Recognize that the danger of an adventurer's life must be balanced out with great revelry or ambitious works.</li>\n<li>Have little patience for puzzles or problems that require detailed logic or study.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Find you intimidating until they get to know you-and maybe even after they get to know you.</li>\n<li>Expect you're all brawn and no brains.</li>\n<li>Respect your expertise in the art of warfare and value your opinion on the quality of armaments.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Trained in Will</p>\n<h2>Skills</h2>\n<p>Trained in your choice of Acrobatics or Athletics</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Expert in simple weapons</p>\n<p>Expert in martial weapons</p>\n<p>Trained in advanced weapons</p>\n<p>Expert in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in fighter class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Fighter. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, attack of opportunity, fighter feat, shield block</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Bravery, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, fighter weapon mastery, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Battlefield surveyor, general feat, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, combat flexibility, juggernaut, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Armor expertise, fighter expertise, general feat, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, skill increase, weapon legend</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, evasion, general feat, greater weapon specialization, improved flexibility, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, skill increase, versatile legend</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, fighter feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Attack of Opportunity</h2>\n<p>Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Attack of Opportunity reaction.</p>\n<p>@UUID[Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT] <span class=\"pf2-icon\">R</span></p>\n<p><strong>Trigger</strong> A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.</p>\n<hr />\n<p>You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.</p>\n<h2>Fighter Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain a fighter class feat.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Shield Block</h2>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Bravery<span style=\"float:right\">Level 3</span></h2>\n<p>Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Fighter Weapon Mastery<span style=\"float:right\">Level 5</span></h2>\n<p>Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons for which you have master proficiency.</p>\n<h2>Battlefield Surveyor<span style=\"float:right\">Level 7</span></h2>\n<p>Whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Combat Flexibility<span style=\"float:right\">Level 9</span></h2>\n<p>Through your experience in battle, you can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don't already have. You can use that feat until your next daily preparations. You must meet all of the feat's other prerequisites.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 9</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Armor Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You have spent so much time wearing armor that you know how to make the most of its protection. Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.</p>\n<h2>Fighter Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You've practiced your techniques to make them harder to resist. Your proficiency rank for your fighter class DC increases to expert.</p>\n<h2>Weapon Legend<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned fighting techniques that apply to all armaments, and you've developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert. You can select one weapon group and increase your proficiency ranks to legendary for all simple and martial weapons in that weapon group, and to master for all advanced weapons in that weapon group.</p>\n<h2>Evasion<span style=\"float:right\">Level 15</span></h2>\n<p>You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Improved Flexibility<span style=\"float:right\">Level 15</span></h2>\n<p>Your extensive experience gives you even greater ability to adapt to each day's challenges. When you use combat flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats' prerequisites.</p>\n<h2>Armor Mastery<span style=\"float:right\">Level 17</span></h2>\n<p>Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.</p>\n<h2>Versatile Legend<span style=\"float:right\">Level 19</span></h2>\n<p>You are nigh-unmatched with any weapon. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master. Your proficiency rank for your fighter class DC increases to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"0c3e5":{"img":"systems/pf2e/icons/features/classes/weapon-legend.webp","level":13,"name":"Weapon Legend","uuid":"Compendium.pf2e.classfeatures.F5VenhIQMDkeGvmV"},"2jey6":{"img":"systems/pf2e/icons/features/classes/fighter-expertise.webp","level":11,"name":"Fighter Expertise","uuid":"Compendium.pf2e.classfeatures.bAaI7h937Nr3g93U"},"9c5ay":{"img":"systems/pf2e/icons/features/classes/armor-expertise.webp","level":11,"name":"Armor Expertise","uuid":"Compendium.pf2e.classfeatures.x5jaCJxsmD5sx3KB"},"e1e4m":{"img":"systems/pf2e/icons/features/classes/shield-block.webp","level":1,"name":"Shield Block","uuid":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"enizk":{"img":"systems/pf2e/icons/features/classes/improved-flexibility.webp","level":15,"name":"Improved Flexibility","uuid":"Compendium.pf2e.classfeatures.W2rwudMNcAxs8VoX"},"ij943":{"img":"systems/pf2e/icons/features/classes/battlefield-surveyor.webp","level":7,"name":"Battlefield Surveyor","uuid":"Compendium.pf2e.classfeatures.TIvzBALymvb56L79"},"lakjk":{"img":"systems/pf2e/icons/features/classes/bravery.webp","level":3,"name":"Bravery","uuid":"Compendium.pf2e.classfeatures.GJKJafDGuX4BeAeN"},"lphi1":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":9,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"q0xyz":{"img":"systems/pf2e/icons/features/classes/armor-mastery.webp","level":17,"name":"Armor Mastery","uuid":"Compendium.pf2e.classfeatures.CGB1TczFhQhdQxml"},"r6269":{"img":"systems/pf2e/icons/features/classes/attack-of-opportunity.webp","level":1,"name":"Attack of Opportunity","uuid":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"r6jbx":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":15,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"txlgu":{"img":"systems/pf2e/icons/features/classes/combat-flexibility.webp","level":9,"name":"Combat Flexibility","uuid":"Compendium.pf2e.classfeatures.8g6HzARbhfcgilP8"},"u1d1r":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"u8k07":{"img":"systems/pf2e/icons/features/classes/fighter-weapon-mastery.webp","level":5,"name":"Fighter Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.gApJtAdNb9ST4Ms9"},"vis8d":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"x98c2":{"img":"systems/pf2e/icons/features/classes/versatile-legend.webp","level":19,"name":"Versatile Legend","uuid":"Compendium.pf2e.classfeatures.0H2LxtiZTJ275pSD"}},"keyAbility":{"value":["dex","str"]},"perception":2,"rules":[],"savingThrows":{"fortitude":2,"reflex":2,"will":1},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"fighter","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":3,"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"K49Z2ykSGDz2OKwh","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"pf2e":{"itemGrants":{"attackOfOpportunity":{"id":"pS88iVgBwO0LPx8W","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/attack-of-opportunity.webp","name":"Attack of Opportunity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the @UUID[Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT] reaction.</p>"},"level":{"value":1},"location":"sKoPygDqqxC7MvWp","prerequisites":{"value":[]},"rules":[{"flag":"attackOfOpportunity","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT"}],"slug":"attack-of-opportunity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"AsazzclWe1FeJcE0","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"AEVLkMtVCCLwWl9q","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/shield-block.webp","name":"Shield Block","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>"},"level":{"value":1},"location":"sKoPygDqqxC7MvWp","prerequisites":{"value":[]},"rules":[{"flag":"shieldBlock","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"}],"slug":"shield-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion","druid","fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2H5BhP11mKk3BorH","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.GJKJafDGuX4BeAeN"}},"img":"systems/pf2e/icons/features/classes/bravery.webp","name":"Bravery","sort":600,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.</p>"},"level":{"value":3},"location":"sKoPygDqqxC7MvWp","prerequisites":{"value":[]},"rules":[{"key":"Note","predicate":["fear"],"selector":"will","text":"When you roll a success at a Will save against a fear effect, you get a critical success instead.","title":"{item|name}"},{"adjustment":{"success":"one-degree-better"},"key":"AdjustDegreeOfSuccess","predicate":["fear"],"selector":"will","type":"save"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.will.rank","value":2}],"slug":"bravery","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pDszcj8scbkekqWN","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.gApJtAdNb9ST4Ms9"}},"img":"systems/pf2e/icons/features/classes/fighter-weapon-mastery.webp","name":"Fighter Weapon Mastery (Sword)","sort":1500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attack in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons for which you have master proficiency.</p>"},"level":{"value":5},"location":"sKoPygDqqxC7MvWp","prerequisites":{"value":[]},"rules":[{"choices":"weaponGroups","flag":"fighterWeaponMastery","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.WeaponGroup","selection":"sword"},{"definition":["item:group:{item|flags.pf2e.rulesSelections.fighterWeaponMastery}",{"or":["item:category:unarmed","item:category:simple","item:category:martial"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.FighterWeaponMasteryLegend.SimpleMartial.{item|flags.pf2e.rulesSelections.fighterWeaponMastery}","slug":"weapon-mastery-simple-martial","value":3},{"definition":["item:category:advanced","item:group:{item|flags.pf2e.rulesSelections.fighterWeaponMastery}"],"key":"MartialProficiency","label":"PF2E.SpecificRule.FighterWeaponMasteryLegend.Advanced.{item|flags.pf2e.rulesSelections.fighterWeaponMastery}","slug":"weapon-mastery-advanced","value":2},{"key":"CriticalSpecialization","predicate":[{"gte":["item:proficiency:rank",3]}]}],"slug":"fighter-weapon-mastery","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pS88iVgBwO0LPx8W","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT"},"pf2e":{"grantedBy":{"id":"K49Z2ykSGDz2OKwh","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Reaction.webp","name":"Attack of Opportunity","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Trigger</strong> A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.</p>\n<hr />\n<p>You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.</p>"},"requirements":{"value":""},"rules":[],"slug":"attack-of-opportunity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"AEVLkMtVCCLwWl9q","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"AsazzclWe1FeJcE0","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Shield Block","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"general","description":{"value":"<p><strong>Trigger</strong> While you have your shield raised, you would take damage from a physical attack</p>\n<hr />\n<p>You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"shield-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"}],"name":"Valeros (Level 5)","prototypeToken":{"name":"Valeros","texture":{"src":"systems/pf2e/icons/iconics/Valeros.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":78},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["str","dex","con","int"],"5":["str","con","wis","cha"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":2},"cra":{"rank":2},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":2},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":1},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["goblin","kelish"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.TMDFyqQtryffdHvE"}}}
{"_id":"UznKHAei13XNsMUP","img":"systems/pf2e/icons/iconics/DroogamiFull.webp","items":[{"_id":"xb6516a4k74vyf40","flags":{"core":{"sourceId":"Compendium.pf2e-animal-companions.AC-Ancestries-and-Class.lOzvLCCy9QRnYw6w"},"pf2e":{"itemGrants":{"cat":{"id":"s3y4lms6yyzkw8qn"},"cat2":{"id":"9agt6zvunkvshu0d"}}}},"img":"systems/pf2e/icons/default-icons/ancestry.svg","name":"Cat","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":[]},"boosts":{"0":{"value":[]},"1":{"value":[]},"2":{"value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p>Your companion is a big cat, such as a leopard or tiger.</p>\n<p><strong>Size</strong> Small</p>\n<p><strong>Melee</strong> <span class=\"pf2-icon\">1</span> jaws (finesse), <strong>Damage</strong> 1d6 piercing</p>\n<p><strong>Melee</strong> <span class=\"pf2-icon\">1</span> claw (agile, finesse), <strong>Damage</strong> 1d4 slashing</p>\n<p><strong>Str</strong> +2, <strong>Dex</strong> +3, <strong>Con</strong> +1, <strong>Int</strong> -4, <strong>Wis</strong> +2, <strong>Cha</strong> +0</p>\n<p><strong>Hit Points</strong> 4</p>\n<p><strong>Skill</strong> Stealth</p>\n<p><strong>Senses</strong> low-light vision, scent (imprecise, 30 feet)</p>\n<p><strong>Speed</strong> 35 feet</p>\n<p><strong>Special</strong> Your cat deals 1d4 extra precision damage against flat- footed targets.</p>\n<p><strong>Support Benefit</strong> Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature that your cat threatens make the target @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] until the end of your next turn.</p>\n<p><strong>Advanced Maneuver</strong> @UUID[Compendium.pf2e-animal-companions.AC-Advanced-Maneuvers.U0J8J5ukmqnOskE8]{Cat Pounce}</p>"},"flaws":{"0":{"value":[]}},"hp":4,"items":{},"languages":{"custom":"","value":[]},"rarity":{"value":"common"},"reach":5,"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.str.value","value":4},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.dex.value","value":6},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.con.value","value":2},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.wis.value","value":4},{"key":"ActiveEffectLike","mode":"add","path":"system.skills.ste.rank","value":1},{"key":"GrantItem","uuid":"Compendium.pf2e-animal-companions.AC-Features.KKOgokqHa7RjVDN6"},{"category":"unarmed","damage":{"base":{"damageType":"piercing","dice":1,"die":"d6"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/jaws.webp","key":"Strike","label":"PF2E.Weapon.Base.jaws","range":null,"replaceBasicUnarmed":true,"traits":["unarmed","finesse"]},{"category":"unarmed","damage":{"base":{"damageType":"slashing","dice":1,"die":"d4"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/claw.webp","key":"Strike","label":"PF2E.Weapon.Base.claw","range":null,"traits":["unarmed","agile","finesse"]},{"acuity":"imprecise","key":"Sense","range":30,"selector":"scent"},{"category":"precision","diceNumber":1,"dieSize":"d4","key":"DamageDice","predicate":["target:condition:flat-footed"],"selector":"strike-damage"},{"domain":"all","key":"RollOption","option":"self:ancestry:cat","priority":1},{"key":"GrantItem","uuid":"Compendium.pf2e-animal-companions.AC-Support.HCQXxqMtH81jE1W5"}],"size":"sm","slug":null,"source":{"value":"Pathfinder Core Rulebook"},"speed":35,"traits":{"rarity":"common","value":["animal"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"s3y4lms6yyzkw8qn","flags":{"core":{"sourceId":"Compendium.pf2e-animal-companions.AC-Ancestries-and-Class.h6Ybhv5URar01WPk"},"pf2e":{"grantedBy":{"id":"xb6516a4k74vyf40"}}},"img":"systems/pf2e/icons/default-icons/class.svg","name":"Animal Companion","sort":0,"system":{"ancestryFeatLevels":{"value":[]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":0,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":""},"generalFeatLevels":{"value":[]},"hp":6,"items":{},"keyAbility":{"value":[]},"perception":1,"rarity":{"value":"common"},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.perception.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.unarmed.rank","value":1},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.int.value","value":-8},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.disableABP","priority":10,"value":true},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.int.value","predicate":["self:specialized"],"value":4},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.dex.value","predicate":["self:specialized"],"value":2},{"add":["minion"],"key":"ActorTraits"}],"savingThrows":{"fortitude":1,"reflex":1,"will":1},"skillFeatLevels":{"value":[]},"skillIncreaseLevels":{"value":[]},"slug":null,"source":{"value":""},"trainedSkills":{"additional":0,"value":["acr","ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"9agt6zvunkvshu0d","flags":{"core":{"sourceId":"Compendium.pf2e-animal-companions.AC-Support.HCQXxqMtH81jE1W5"},"pf2e":{"grantedBy":{"id":"xb6516a4k74vyf40"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Cat Support Benefit","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p>Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your cat's reach make the target @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] until the end of your next turn.</p>"},"requirements":{"value":""},"rules":[],"slug":null,"source":{"value":""},"traits":{"rarity":{"value":"common"},"value":[]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"}],"name":"Droogami (Level 1)","prototypeToken":{"name":"Droogami","texture":{"src":"systems/pf2e/icons/iconics/Droogami.webp"}},"system":{"abilities":{"cha":{"value":10},"con":{"value":10},"dex":{"value":10},"int":{"value":10},"str":{"value":10},"wis":{"value":10}},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":11},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"N"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":[]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.UznKHAei13XNsMUP"}}}
{"_id":"VKiNcykRfwWGY21s","img":"systems/pf2e/icons/iconics/DroogamiFull.webp","items":[{"_id":"xb6516a4k74vyf40","flags":{"core":{"sourceId":"Compendium.pf2e-animal-companions.AC-Ancestries-and-Class.lOzvLCCy9QRnYw6w"},"pf2e":{"itemGrants":{"cat":{"id":"s3y4lms6yyzkw8qn"},"cat2":{"id":"9agt6zvunkvshu0d"}}}},"img":"systems/pf2e/icons/default-icons/ancestry.svg","name":"Cat","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":[]},"boosts":{"0":{"value":[]},"1":{"value":[]},"2":{"value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p>Your companion is a big cat, such as a leopard or tiger.</p>\n<p><strong>Size</strong> Small</p>\n<p><strong>Melee</strong> <span class=\"pf2-icon\">1</span> jaws (finesse), <strong>Damage</strong> 1d6 piercing</p>\n<p><strong>Melee</strong> <span class=\"pf2-icon\">1</span> claw (agile, finesse), <strong>Damage</strong> 1d4 slashing</p>\n<p><strong>Str</strong> +2, <strong>Dex</strong> +3, <strong>Con</strong> +1, <strong>Int</strong> -4, <strong>Wis</strong> +2, <strong>Cha</strong> +0</p>\n<p><strong>Hit Points</strong> 4</p>\n<p><strong>Skill</strong> Stealth</p>\n<p><strong>Senses</strong> low-light vision, scent (imprecise, 30 feet)</p>\n<p><strong>Speed</strong> 35 feet</p>\n<p><strong>Special</strong> Your cat deals 1d4 extra precision damage against flat- footed targets.</p>\n<p><strong>Support Benefit</strong> Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature that your cat threatens make the target @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] until the end of your next turn.</p>\n<p><strong>Advanced Maneuver</strong> @UUID[Compendium.pf2e-animal-companions.AC-Advanced-Maneuvers.U0J8J5ukmqnOskE8]{Cat Pounce}</p>"},"flaws":{"0":{"value":[]}},"hp":4,"items":{},"languages":{"custom":"","value":[]},"rarity":{"value":"common"},"reach":5,"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.str.value","value":4},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.dex.value","value":6},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.con.value","value":2},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.wis.value","value":4},{"key":"ActiveEffectLike","mode":"add","path":"system.skills.ste.rank","value":1},{"key":"GrantItem","uuid":"Compendium.pf2e-animal-companions.AC-Features.KKOgokqHa7RjVDN6"},{"category":"unarmed","damage":{"base":{"damageType":"piercing","dice":1,"die":"d6"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/jaws.webp","key":"Strike","label":"PF2E.Weapon.Base.jaws","range":null,"replaceBasicUnarmed":true,"traits":["unarmed","finesse"]},{"category":"unarmed","damage":{"base":{"damageType":"slashing","dice":1,"die":"d4"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/claw.webp","key":"Strike","label":"PF2E.Weapon.Base.claw","range":null,"traits":["unarmed","agile","finesse"]},{"acuity":"imprecise","key":"Sense","range":30,"selector":"scent"},{"category":"precision","diceNumber":1,"dieSize":"d4","key":"DamageDice","predicate":["target:condition:flat-footed"],"selector":"strike-damage"},{"domain":"all","key":"RollOption","option":"self:ancestry:cat","priority":1},{"key":"GrantItem","uuid":"Compendium.pf2e-animal-companions.AC-Support.HCQXxqMtH81jE1W5"}],"size":"sm","slug":null,"source":{"value":"Pathfinder Core Rulebook"},"speed":35,"traits":{"rarity":"common","value":["animal"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"s3y4lms6yyzkw8qn","flags":{"core":{"sourceId":"Compendium.pf2e-animal-companions.AC-Ancestries-and-Class.h6Ybhv5URar01WPk"},"pf2e":{"grantedBy":{"id":"xb6516a4k74vyf40"}}},"img":"systems/pf2e/icons/default-icons/class.svg","name":"Animal Companion","sort":0,"system":{"ancestryFeatLevels":{"value":[]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":0,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":""},"generalFeatLevels":{"value":[]},"hp":6,"items":{},"keyAbility":{"value":[]},"perception":1,"rarity":{"value":"common"},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.perception.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.unarmed.rank","value":1},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.int.value","value":-8},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.disableABP","priority":10,"value":true},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.int.value","predicate":["self:specialized"],"value":4},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.dex.value","predicate":["self:specialized"],"value":2},{"add":["minion"],"key":"ActorTraits"}],"savingThrows":{"fortitude":1,"reflex":1,"will":1},"skillFeatLevels":{"value":[]},"skillIncreaseLevels":{"value":[]},"slug":null,"source":{"value":""},"trainedSkills":{"additional":0,"value":["acr","ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"9agt6zvunkvshu0d","flags":{"core":{"sourceId":"Compendium.pf2e-animal-companions.AC-Support.HCQXxqMtH81jE1W5"},"pf2e":{"grantedBy":{"id":"xb6516a4k74vyf40"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Cat Support Benefit","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p>Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your cat's reach make the target @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] until the end of your next turn.</p>"},"requirements":{"value":""},"rules":[],"slug":null,"source":{"value":""},"traits":{"rarity":{"value":"common"},"value":[]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"CEWGXY9gEzGLNwyx","flags":{"core":{"sourceId":"Compendium.pf2e-animal-companions.AC-Feats.K3c8ztEUX27RHeZe"}},"img":"systems/pf2e/icons/spells/animal-form-bear.webp","name":"Mature Animal Companion","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size.</p>"},"level":{"value":4},"location":"","prerequisites":{"value":[]},"rarity":{"value":"common"},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.str.value","value":2},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.dex.value","value":2},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.con.value","value":2},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.wis.value","value":2},{"key":"ActiveEffectLike","mode":"add","path":"system.skills.itm.rank","value":1},{"key":"ActiveEffectLike","mode":"add","path":"system.skills.ste.rank","value":1},{"key":"ActiveEffectLike","mode":"add","path":"system.skills.sur.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.perception.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.fortitude.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.will.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.reflex.rank","value":2},{"key":"Striking","predicate":["unarmed"],"selector":"strike-damage","value":1},{"domain":"all","key":"RollOption","option":"self:mature","priority":1},{"key":"CreatureSize","maximumSize":"lg","value":1}],"slug":null,"source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"}],"name":"Droogami (Level 5)","prototypeToken":{"name":"Droogami","texture":{"src":"systems/pf2e/icons/iconics/Droogami.webp"}},"system":{"abilities":{"cha":{"value":10},"con":{"value":10},"dex":{"value":10},"int":{"value":10},"str":{"value":10},"wis":{"value":10}},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":44},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"N"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":[]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.VKiNcykRfwWGY21s"}}}
{"_id":"WNX5OQKPh4uaV7mW","img":"systems/pf2e/icons/iconics/EzrenFull.webp","items":[{"_id":"cfA9kAjXXnyFAQYh","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Mercantile Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"h4yfqZJ3NnKiZqlN","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"int","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"dex","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"vqjY1345tj4GZum4","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"78KCi8P9BMCDZZCK","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.KMv7ollLVaZ81XDV"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Merchant","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["cha","int"]},"1":{"selected":"con","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.</p>\n<p>Choose two ability boosts. One must be to <strong>Intelligence</strong> or <strong>Charisma</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Diplomacy skill and the Mercantile Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.5nc5ridFBfYpn2Om] skill feat.</p>"},"items":{"9xt57":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Bargain Hunter","uuid":"Compendium.pf2e.feats-srd.5nc5ridFBfYpn2Om"}},"rules":[],"slug":"merchant","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Mercantile Lore","trainedSkills":{"value":["dip"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"Pu6vh0nIhgTEknyk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.5nc5ridFBfYpn2Om"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Bargain Hunter","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.</p>"},"level":{"value":1},"location":"78KCi8P9BMCDZZCK","prerequisites":{"value":[{"value":"trained in Diplomacy"}]},"rules":[],"slug":"bargain-hunter","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"cCKcB6GOVFKhjZ3L","flags":{"core":{"sourceId":"Compendium.pf2e.classes.RwjIZzIxzPpUglnK"}},"img":"systems/pf2e/icons/classes/wizard.webp","name":"Wizard","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"club, crossbow, dagger, heavy crossbow and staff","rank":1},"simple":0,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":"<p><em>You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes to discover and understand how magic works. Yet magical theory is vast, and there's no way you can study it all. You either specialize in one of the eight schools of magic, gaining deeper understanding of the nuances of those spells above all others, or favor a broader approach that emphasizes the way all magic comes together at the expense of depth.</em></p>\n<p><strong>Key Ability: INTELLIGENCE</strong></p>\n<p>At 1st level, your class gives you an ability boost to Intelligence.</p>\n<p><strong>Hit Points: 6 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Wizard</h1>\n<h2>During Combat Encounters...</h2>\n<p>You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like <em>@UUID[Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB]</em> or <em>@UUID[Compendium.pf2e.spells-srd.A2JfEKe6BZcTG1S8]</em>, you answer with spells like <em>@UUID[Compendium.pf2e.spells-srd.0qaqksrGGDj74HXE]</em> or <em>@UUID[Compendium.pf2e.spells-srd.gPvtmKMRpg9I9D7H]</em>, leveling the field for your allies.</p>\n<h2>During Social Encounters...</h2>\n<p>You provide a well of knowledge about arcane matters and solve arguments with logic.</p>\n<h2>While Exploring...</h2>\n<p>You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.</p>\n<h2>In Downtime...</h2>\n<p>You learn new spells, craft magic items, or scribe scrolls for your party, and seek out new and exciting formulas in addition to spells. You might even forge scholarly connections and establish a school or guild of your own.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Have an unquenchable intellectual curiosity about how everything in the world around you works-magic in particular.</li>\n<li>Believe fervently that your school of magic is superior (if you're a specialist) or that true mastery of magic requires knowledge of all schools (if you're a universalist).</li>\n<li>Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on other people.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Consider you to be incredibly powerful and potentially dangerous.</li>\n<li>Fear what your magic can do to their minds, bodies, and souls, and ask that you avoid casting spells in polite company, as few can identify whether one of your spells is harmless or malevolent until it's too late.</li>\n<li>Assume you can easily solve all their problems, from dangerous weather to poor crop yields, and ask you for spells that can help them get whatever they desire.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Arcana</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in the club, crossbow, dagger, heavy crossbow, and staff</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Untrained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in arcane spell attacks</p>\n<p>Trained in arcane spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Wizard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, arcane spellcasting, arcane school, arcane bond, arcane thesis</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, magical fortitude, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, alertness, general feat, skill increase, wizard weapon expertise</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Archwizard's spellcraft, general feat, legendary archwizard, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, skill feat, wizard feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Arcane Bond</h2>\n<p>You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Frequency</strong> once per day</p>\n<p><strong>Requirements</strong> You haven't acted yet on your turn</p>\n<hr />\n<p>You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.</p>\n<h2>Arcane School</h2>\n<p>Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school.</p>\n<p>If you don't choose a school, you're a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater fiexibility.</p>\n<p>Arcane schools can be found here (@UUID[Compendium.pf2e.classfeatures.gCwcys8CnS102tji]{Arcane School: Abjuration}, @UUID[Compendium.pf2e.classfeatures.SNeVaUBTHwvoO6kr]{Arcane School: Conjuration}, @UUID[Compendium.pf2e.classfeatures.yobGgrHdgjs5QW5o]{Arcane School: Divination}, @UUID[Compendium.pf2e.classfeatures.ZHwGACWQEy6kTzcP]{Arcane School: Enchantment}, @UUID[Compendium.pf2e.classfeatures.ibhml5y20g5M3Vgd]{Arcane School: Evocation}, @UUID[Compendium.pf2e.classfeatures.K6hG7nH8yjmbA0Q9]{Arcane School: Illusion}, @UUID[Compendium.pf2e.classfeatures.uNM7qZQokRKAEd7k]{Arcane School: Necromancy}, @UUID[Compendium.pf2e.classfeatures.rHxkPijLnQ9O9AGV]{Arcane School: Transmutation} and @UUID[Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD]{Arcane School: Universalist})</p>\n<h2>Arcane Spellcasting</h2>\n<p>Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase, shown in Table 3-19: Wizard Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a wizard. For example, as a 1st-level wizard, your cantrips are 1st-level spells, and as a 5th-level wizard, your cantrips are 3rd-level spells.</p>\n<h3><strong>Spellbook</strong></h3>\n<p>Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like <em>The Crimson Libram</em>, or something more academic, like <em>A Field Study in Practical Transmutation</em>.</p>\n<p>Each time you gain a level, you add two arcane spells to your spellbook, of any level for which you have spell slots. You can also use the Arcana skill to add other spells that you find in your adventures.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* The Archwizard's Spellcraft class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2>Arcane Thesis</h2>\n<p>During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like \"On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.\"</p>\n<p>Arcane thesis can be found here @UUID[Compendium.pf2e.classfeatures.M89l9FOnjHe63wD7].</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Wizard Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level thereafter, you gain a wizard class feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 5</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Expert Spellcaster<span style=\"float:right\">Level 7</span></h2>\n<p>Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.</p>\n<h2>Magical Fortitude<span style=\"float:right\">Level 9</span></h2>\n<p>Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Alertness<span style=\"float:right\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Wizard Weapon Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>Through a combination of magic and training, you've learned how to wield wizard weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, staff, and unarmed attacks.</p>\n<h2>Defensive Robes<span style=\"float:right\">Level 13</span></h2>\n<p>The flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.</p>\n<h2>Master Spellcaster<span style=\"float:right\">Level 15</span></h2>\n<p>You command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.</p>\n<h2>Resolve<span style=\"float:right\">Level 17</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2>Archwizard's Spellcraft<span style=\"float:right\">Level 19</span></h2>\n<p>You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using arcane spellcasting. You can't use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots. Unlike with other spell slots, you don't gain more 10th-level spells as you level up, though you can take the @UUID[Compendium.pf2e.feats-srd.tP26mgaFPpr6df1i] feat to gain a second slot.</p>\n<h2>Legendary Spellcaster<span style=\"float:right\">Level 19</span></h2>\n<p>You are a consummate spellcaster, with a comprehensive understanding of both arcane theory and practical spellcraft. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to legendary.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":6,"items":{"4x1uf":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"55liz":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":17,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"7bbgv":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"7hdxh":{"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","level":1,"name":"Arcane Spellcasting (Wizard)","uuid":"Compendium.pf2e.classfeatures.S6WW4Yyg4XonXGHD"},"93v1o":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Arcane School","uuid":"Compendium.pf2e.classfeatures.7nbKDBGvwSx9T27G"},"c3blc":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"djzu5":{"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","level":19,"name":"Archwizard's Spellcraft","uuid":"Compendium.pf2e.classfeatures.ZjwJHmjPrSs6VDez"},"fqsfu":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"},"hbsn6":{"img":"systems/pf2e/icons/features/classes/arcane-thesis.webp","level":1,"name":"Arcane Thesis","uuid":"Compendium.pf2e.classfeatures.M89l9FOnjHe63wD7"},"mqstv":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":5,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"p9c01":{"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","level":9,"name":"Magical Fortitude","uuid":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"},"phtt9":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"v5yt7":{"img":"systems/pf2e/icons/features/classes/arcane-bond.webp","level":1,"name":"Arcane Bond","uuid":"Compendium.pf2e.classfeatures.au0lwQ1nAcNQwcGh"},"yp2vs":{"img":"systems/pf2e/icons/features/classes/wizard-weapon-expertise.webp","level":11,"name":"Wizard Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.GBsC2cARoFiqMi9V"},"ytft4":{"img":"systems/pf2e/icons/features/classes/defensive-robes.webp","level":13,"name":"Defensive Robes","uuid":"Compendium.pf2e.classfeatures.gU7epgcPSm0TD1UK"}},"keyAbility":{"value":["int"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-club.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-crossbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-dagger.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-heavy-crossbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-staff.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.arcane.rank","value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"wizard","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":["arc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"z1OeTbl3I97BwwTQ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7nbKDBGvwSx9T27G"},"pf2e":{"itemGrants":{"universalist":{"id":"OupAOkrxiD7lB6IC","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Arcane School","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school.</p>\n<p>If you don't choose a school, you're a universalist, a wizard who believes the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.</p>"},"level":{"value":1},"location":"cCKcB6GOVFKhjZ3L","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","predicate":[{"not":"feature:universalist"}],"priority":9,"value":1},{"adjustName":false,"allowedDrops":{"label":"level 1 Wizard class feature","predicate":["item:level:1","item:trait:wizard","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.gCwcys8CnS102tji"},{"value":"Compendium.pf2e.classfeatures.SNeVaUBTHwvoO6kr"},{"value":"Compendium.pf2e.classfeatures.yobGgrHdgjs5QW5o"},{"value":"Compendium.pf2e.classfeatures.ZHwGACWQEy6kTzcP"},{"value":"Compendium.pf2e.classfeatures.ibhml5y20g5M3Vgd"},{"value":"Compendium.pf2e.classfeatures.K6hG7nH8yjmbA0Q9"},{"value":"Compendium.pf2e.classfeatures.uNM7qZQokRKAEd7k"},{"value":"Compendium.pf2e.classfeatures.rHxkPijLnQ9O9AGV"},{"value":"Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD"}],"flag":"arcaneSchool","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Wizard.ArcaneSchool.Prompt","selection":"Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD"},{"flag":"universalist","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.arcaneSchool}"}],"slug":"arcane-school","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"baPyoCaQYnGUiMxt","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.M89l9FOnjHe63wD7"},"pf2e":{"itemGrants":{"metamagicalExperimentation":{"id":"Sf9VoYQEwdtChtoo","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/arcane-thesis.webp","name":"Arcane Thesis","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like \"On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.\"</p>"},"level":{"value":1},"location":"cCKcB6GOVFKhjZ3L","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Wizard class feature","predicate":["item:level:1","item:trait:wizard","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.SNZ46g3u7U6x0XJj"},{"value":"Compendium.pf2e.classfeatures.89zWKD2CN7nRu2xp"},{"value":"Compendium.pf2e.classfeatures.OAcxS625AXSGrQIC"},{"value":"Compendium.pf2e.classfeatures.QzWXMCSGNfvvpYgF"},{"value":"Compendium.pf2e.classfeatures.Klb35AwlkNrq1gpB"}],"flag":"arcaneThesis","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Wizard.ArcaneThesis.Prompt","selection":"Compendium.pf2e.classfeatures.89zWKD2CN7nRu2xp"},{"flag":"metamagicalExperimentation","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.arcaneThesis}"}],"slug":"arcane-thesis","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"IsLAiXp1OkGo5u79","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.au0lwQ1nAcNQwcGh"},"pf2e":{"itemGrants":{"drainBondedItem":{"id":"b2csSj73rM2490Ls","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/arcane-bond.webp","name":"Arcane Bond","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the @UUID[Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR] free action.</p>"},"level":{"value":1},"location":"cCKcB6GOVFKhjZ3L","prerequisites":{"value":[]},"rules":[{"flag":"drainBondedItem","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR"}],"slug":"arcane-bond","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"MnNoj0iUArGCtH1s","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.S6WW4Yyg4XonXGHD"},"pf2e":{"itemGrants":{"castASpell":{"id":"KRvtdeWJMN0n6bFV","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","name":"Arcane Spellcasting (Wizard)","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook, plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase.</p>"},"level":{"value":1},"location":"cCKcB6GOVFKhjZ3L","prerequisites":{"value":[]},"rules":[{"flag":"castASpell","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"}],"slug":"arcane-spellcasting-wizard","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{},"value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"lenYFOArPNXoyDyy","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BWomK7EVY0WXxWgh"},"pf2e":{"grantedBy":{"id":"OupAOkrxiD7lB6IC","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Reach Spell","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You can extend the range of your spells. If the next action you use is to @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"reach-spell","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["bard","cleric","concentrate","druid","metamagic","oracle","sorcerer","witch","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"OupAOkrxiD7lB6IC","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD"},"pf2e":{"grantedBy":{"id":"z1OeTbl3I97BwwTQ","onDelete":"cascade"},"itemGrants":{"reachSpell":{"id":"lenYFOArPNXoyDyy","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/universalist.webp","name":"Universalist","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.</p>\n<p>Instead of specializing narrowly in an arcane school, you can become a universalist wizard-by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts. For each level of wizard spell slots you have, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra wizard class feat, and you add one 1st-level spell of your choice to your spellbook.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"adjustName":false,"choices":{"query":"{\"system.category\":\"class\",\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"wizard\"}}"},"flag":"universalist","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.LevelOneClassFeat","selection":"Compendium.pf2e.feats-srd.BWomK7EVY0WXxWgh"},{"flag":"reachSpell","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.universalist}"}],"slug":"universalist","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"iuDk4Aj2rOTupy1r","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.FoWO4RnHRwfEIC7Q"},"pf2e":{"grantedBy":{"id":"Sf9VoYQEwdtChtoo","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Widen Spell","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"widen-spell","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["druid","manipulate","metamagic","oracle","sorcerer","witch","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Sf9VoYQEwdtChtoo","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.89zWKD2CN7nRu2xp"},"pf2e":{"grantedBy":{"id":"baPyoCaQYnGUiMxt","onDelete":"cascade"},"itemGrants":{"widenSpell":{"id":"iuDk4Aj2rOTupy1r","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/metamagic-experimentation.webp","name":"Metamagical Experimentation","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You've realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain one 1st-level metamagic wizard feat of your choice. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Wizard metamagic feat","predicate":["item:trait:wizard","item:level:1","item:trait:metamagic"]},"choices":[{"predicate":[{"not":"feat:reach-spell"}],"value":"Compendium.pf2e.feats-srd.BWomK7EVY0WXxWgh"},{"predicate":[{"not":"feat:widen-spell"}],"value":"Compendium.pf2e.feats-srd.FoWO4RnHRwfEIC7Q"}],"flag":"metamagicalExperimentation","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Wizard.Metamagic1.Prompt","selection":"Compendium.pf2e.feats-srd.FoWO4RnHRwfEIC7Q"},{"flag":"widenSpell","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.metamagicalExperimentation}"}],"slug":"metamagical-experimentation","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"b2csSj73rM2490Ls","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR"},"pf2e":{"grantedBy":{"id":"IsLAiXp1OkGo5u79","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/FreeAction.webp","name":"Drain Bonded Item","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p>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 @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz]{Cast the Spell} and meet the spell's other requirements.</p>"},"requirements":{"value":""},"rules":[],"slug":"drain-bonded-item","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard","arcane"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"KRvtdeWJMN0n6bFV","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"},"pf2e":{"grantedBy":{"id":"MnNoj0iUArGCtH1s","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Cast a Spell","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":null,"description":{"value":"<p>You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.</p>\n<p>Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, \"[reaction] verbal.\"</p>\n<p><strong>Long Casting</strong> Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted.</p>\n<p><strong>Spell Components</strong> Each spell lists the spell components required to cast it after the action icons or text, such as \"[three-actions] material, somatic, verbal.\" The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.</p>\n<ul>\n<li>Material (manipulate)</li>\n<li>Somatic (manipulate)</li>\n<li>Verbal (concentrate)</li>\n<li>Focus (manipulate)</li>\n</ul>\n<p><strong>Disrupted and Lost Spells</strong> Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg] action, the spell immediately ends.</p>"},"requirements":{"value":""},"rules":[],"slug":"cast-a-spell","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"vjNpNUilrLmEDe6O","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.FVjTuBCIefAgloUU"}},"img":"systems/pf2e/icons/equipment/weapons/staff.webp","name":"Staff","sort":100000,"system":{"MAP":{"value":""},"baseItem":"staff","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d4"},"description":{"value":"<p>This long piece of wood can aid in walking and deliver a mighty blow.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"club","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"staff","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["two-hand-d8"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"UYGRJmxN5tr3dBLV","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VHxXMvBeBTq2FSdf"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/material-component-pouch.webp","name":"Material Component Pouch","sort":200000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This pouch contains material components for those spells that require them. 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If you've written a large amount, you can refill your kit with extra ink and paper.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":1,"rules":[],"size":"med","slug":"writing-set","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"RHIVw79uXDgwbPFE","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Prepared Spells","sort":0,"system":{"ability":{"value":"int"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"prepared"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"slots":{"slot0":{"max":5,"prepared":{"0":{"id":"KC5QssVlAFzuQd9N"},"1":{"id":"0aflZKAL1lCJYt3M"},"2":{"id":"Sxcr8AVcBtm4USDR"},"3":{"id":"XNgP4pI2bOSFjATe"},"4":{"id":"hbNne69nXz5DrZlN"}},"value":0},"slot1":{"max":2,"prepared":{"0":{"id":"EXrCCQ53LXLwbJUb"},"1":{"id":"T2O8yHlUjug2vXgz"}},"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"value":0},"tradition":{"value":"arcane"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"KC5QssVlAFzuQd9N","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gISYsBFby1TiXfBt"}},"img":"systems/pf2e/icons/spells/acid-splash.webp","name":"Acid Splash","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}},"description":{"value":"<p>You splash a glob of acid that splatters your target and nearby creatures. 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On a critical success, the target also takes [[/r 1[persistent,acid]]] damage.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The initial damage increases to 1d6 + your spellcasting ability modifier, and the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60] increases to [[/r 2[persistent,acid]]].</p>\n<p><strong>Heightened (5th)</strong> The initial damage increases to 2d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 3[persistent,acid]]], and the splash damage increases to [[/r (2[splash])[acid]]].</p>\n<p><strong>Heightened (7th)</strong> The initial damage increases to 3d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 4[persistent,acid]]], and the splash damage increases to [[/r (3[splash])[acid]]].</p>\n<p><strong>Heightened (9th)</strong> The initial damage increases to 4d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 5[persistent,acid]]], and the splash damage increases to [[/r (4[splash])[acid]]].</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}}},"5":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"2d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"2"}}}},"7":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"3d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"3"}}}},"9":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"4d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"4"}}}}},"type":"fixed"},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"acid-splash","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","acid","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"0aflZKAL1lCJYt3M","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl"}},"img":"systems/pf2e/icons/spells/detect-magic.webp","name":"Detect Magic","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"detect-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"Sxcr8AVcBtm4USDR","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.kBhaPuzLUSwS6vVf"}},"img":"systems/pf2e/icons/spells/electric-arc.webp","name":"Electric Arc","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"electricity"},"value":"1d4"}}},"description":{"value":"<p>An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"electric-arc","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 or 2 creatures"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["electricity","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"XNgP4pI2bOSFjATe","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4"}},"img":"systems/pf2e/icons/spells/light.webp","name":"Light","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.cVVZXNbV0nElVOPZ]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"light","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["light","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"E87gHCKA7KqM6zXv","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.vLzFcIaSXs7YTIqJ"}},"img":"systems/pf2e/icons/spells/message.webp","name":"Message","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you.</p>\n<p>The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The spell's range increases to 500 feet.</p>"},"duration":{"value":"see below"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"range":{"value":"500 feet"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"message","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["auditory","cantrip","linguistic","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"8GEC2Kt4hTfxPp0i","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gYjPm7YwGtEa1oxh"}},"img":"systems/pf2e/icons/spells/ray-of-frost.webp","name":"Ray of Frost","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"cold"},"value":"1d4"}}},"description":{"value":"<p>You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.I4PsUAaYSUJ8pwKC]</p>\n<p><strong>Success</strong> The target takes normal damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ray-of-frost","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","cold","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"pZFbTrIoYKB6FwXg","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.OhD2Z6rIGGD5ocZA"}},"img":"systems/pf2e/icons/spells/read-aura.webp","name":"Read Aura","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.</p>\n<p>If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target up to 10 objects.</p>\n<p><strong>Heightened (6th)</strong> You can target any number of objects.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"target":{"value":"10 objects"}},"6":{"target":{"value":"any number of objects"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"read-aura","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object"},"time":{"value":"1 Minute"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"hbNne69nXz5DrZlN","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR"}},"img":"systems/pf2e/icons/spells/shield.webp","name":"Shield","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.</p>\n<p>While the spell is in effect, you can use the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em> spell.</p>\n<p>Heightening the spell increases the shield's Hardness.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Jemq5UknGdMO7b73]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.QF6RDlCoTvkVHRo4]</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The shield has Hardness 10.</p>\n<p><strong>Heightened (5th)</strong> The shield has Hardness 15.</p>\n<p><strong>Heightened (7th)</strong> The shield has Hardness 20.</p>\n<p><strong>Heightened (9th)</strong> The shield has Hardness 25.</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shield","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"G6OzyinF1x0xBXDp","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.AUctDF2fqPZN2w4W"}},"img":"systems/pf2e/icons/spells/sigil.webp","name":"Sigil","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The sigil instead fades after 1 month.</p>\n<p><strong>Heightened (5th)</strong> The sigil instead fades after 1 year.</p>\n<p><strong>Heightened (7th)</strong> The sigil never fades.</p>"},"duration":{"value":"unlimited"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"sigil","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature or object"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"NF95r9IserhcyKKc","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.60sgbuMWN0268dB7"}},"img":"systems/pf2e/icons/spells/telekinetic-projectile.webp","name":"Telekinetic Projectile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"untyped"},"value":"1d6"}}},"description":{"value":"<p>You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.</p>\n<hr />\n<p><strong>Critical Success</strong> You deal double damage.</p>\n<p><strong>Success</strong> You deal full damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"overlays":{"2I469pfbYcmFvzOA":{"_id":"2I469pfbYcmFvzOA","name":"Telekinetic Projectile (Bludgeoning)","overlayType":"override","sort":1,"system":{"damage":{"value":{"0":{"type":{"value":"bludgeoning"}}}}}},"cUFX7ExSLeoa3vIF":{"_id":"cUFX7ExSLeoa3vIF","name":"Telekinetic Projectile (Piercing)","overlayType":"override","sort":2,"system":{"damage":{"value":{"0":{"type":{"value":"piercing"}}}}}},"zFWsMjoeCnLxqJaV":{"_id":"zFWsMjoeCnLxqJaV","name":"Telekinetic Projectile (Slashing)","overlayType":"override","sort":3,"system":{"damage":{"value":{"0":{"type":{"value":"slashing"}}}}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"telekinetic-projectile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["attack","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"EXrCCQ53LXLwbJUb","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.y6rAdMK6EFlV6U0t"}},"img":"systems/pf2e/icons/spells/burning-hands.webp","name":"Burning Hands","sort":0,"system":{"ability":{"value":""},"area":{"type":"cone","value":15},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"fire"},"value":"2d6"}}},"description":{"value":"<p>Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"burning-hands","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["fire"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"zSYiSomH2PdqUa4F","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.UKsIOWmMx4hSpafl"}},"img":"systems/pf2e/icons/spells/color-spray.webp","name":"Color Spray","sort":0,"system":{"ability":{"value":""},"area":{"type":"cone","value":15},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Swirling colors affect viewers based on their Will saves.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature is unaffected.</p>\n<p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 round.</p>\n<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1}, @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] for 1 round, and Dazzled for 1 minute.</p>\n<p><strong>Critical Failure</strong> The creature is Stunned for 1 round and Blinded for 1 minute.</p>"},"duration":{"value":"1 or more rounds (see below)"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"color-spray","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["incapacitation","visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"7z46kiWuT4nX3MOI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.LvezN4a3kYf1OHMg"}},"img":"systems/pf2e/icons/spells/floating-disc.webp","name":"Floating Disk","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.</p>\n<p>The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.</p>"},"duration":{"value":"8 hours"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"floating-disk","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ay5A0pYpZUCRNFy9","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Wu0xFpewMKRK3HG8"}},"img":"systems/pf2e/icons/spells/grease.webp","name":"Grease","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You conjure grease, with effects based on choosing area or target.</p>\n<ul>\n<li><strong>Area</strong> <strong>[4 contiguous 5-foot squares]</strong> All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60]. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save.</li>\n<li><strong>Target</strong> <strong>[1 object of Bulk 1 or less]</strong> If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.</li>\n</ul>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"reflex"},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"grease","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 object of Bulk 1 or less"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"dPNE8ReRjounYBBJ","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.aAbfKn8maGjJjk2W"}},"img":"systems/pf2e/icons/spells/mage-armor.webp","name":"Mage Armor","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.qkwb5DD3zmKwvbk0]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> You gain a +1 item bonus to saving throws.</p>\n<p><strong>Heightened (6th)</strong> The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.</p>\n<p><strong>Heightened (8th)</strong> The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.</p>\n<p><strong>Heightened (10th)</strong> The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mage-armor","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"T2O8yHlUjug2vXgz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM"}},"img":"systems/pf2e/icons/spells/magic-missile.webp","name":"Magic Missile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"force"},"value":"1d4+1"}}},"description":{"value":"<p>You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> You shoot one additional missile with each action you spend.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RHIVw79uXDgwbPFE"},"materials":{"value":""},"overlays":{},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-missile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1 to 3"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"P5HDid6zjCf4VtRH","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lwLcUHQMOqfaNND4"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cooperative Nature","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"cooperative-nature","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Mz9vGnLKI0NCZTyd","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.6DCy7tEF1cxaIJMy"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/grapling-hook.webp","name":"Grappling Hook","sort":881250,"system":{"baseItem":null,"containerId":"f7NyJXU22uq8NIY5","description":{"value":"<p>You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"grappling-hook","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"yFOciuqiJ0SFYQ41","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ilbLQNy6TbBPW7sQ"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/clothes-ordinary.webp","name":"Clothing (Ordinary)","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"clothing-ordinary","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Ezren (Level 1)","prototypeToken":{"name":"Ezren","texture":{"src":"systems/pf2e/icons/iconics/Ezren.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":16},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["int","dex","con","wis"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":"Varisian"},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":1},"occ":{"rank":1},"prf":{"rank":0},"rel":{"rank":1},"soc":{"rank":1},"ste":{"rank":0},"sur":{"rank":1},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["draconic","dwarven","halfling","undercommon","varisian"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.WNX5OQKPh4uaV7mW"}}}
{"_id":"XI1j0hr3An6W5gAe","img":"systems/pf2e/icons/iconics/EzrenFull.webp","items":[{"_id":"J20vhrflAsamCq4H","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Mercantile Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"zE584gPJrQX5fPdM","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"int","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"dex","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"xPfA98Spv4LlcXyk","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"ETlMQfPobLMDjbTw","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.KMv7ollLVaZ81XDV"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Merchant","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["cha","int"]},"1":{"selected":"con","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.</p>\n<p>Choose two ability boosts. One must be to <strong>Intelligence</strong> or <strong>Charisma</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Diplomacy skill and the Mercantile Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.5nc5ridFBfYpn2Om] skill feat.</p>"},"items":{"9xt57":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Bargain Hunter","uuid":"Compendium.pf2e.feats-srd.5nc5ridFBfYpn2Om"}},"rules":[],"slug":"merchant","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Mercantile Lore","trainedSkills":{"value":["dip"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"I9POy1sPaWCySEjv","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.5nc5ridFBfYpn2Om"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Bargain Hunter","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.</p>"},"level":{"value":1},"location":"ETlMQfPobLMDjbTw","prerequisites":{"value":[{"value":"trained in Diplomacy"}]},"rules":[],"slug":"bargain-hunter","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"SVIgczEz1C7kcsEN","flags":{"core":{"sourceId":"Compendium.pf2e.classes.RwjIZzIxzPpUglnK"}},"img":"systems/pf2e/icons/classes/wizard.webp","name":"Wizard","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"club, crossbow, dagger, heavy crossbow and staff","rank":1},"simple":0,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":"<p><em>You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes to discover and understand how magic works. Yet magical theory is vast, and there's no way you can study it all. You either specialize in one of the eight schools of magic, gaining deeper understanding of the nuances of those spells above all others, or favor a broader approach that emphasizes the way all magic comes together at the expense of depth.</em></p>\n<p><strong>Key Ability: INTELLIGENCE</strong></p>\n<p>At 1st level, your class gives you an ability boost to Intelligence.</p>\n<p><strong>Hit Points: 6 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Wizard</h1>\n<h2>During Combat Encounters...</h2>\n<p>You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like <em>@UUID[Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB]</em> or <em>@UUID[Compendium.pf2e.spells-srd.A2JfEKe6BZcTG1S8]</em>, you answer with spells like <em>@UUID[Compendium.pf2e.spells-srd.0qaqksrGGDj74HXE]</em> or <em>@UUID[Compendium.pf2e.spells-srd.gPvtmKMRpg9I9D7H]</em>, leveling the field for your allies.</p>\n<h2>During Social Encounters...</h2>\n<p>You provide a well of knowledge about arcane matters and solve arguments with logic.</p>\n<h2>While Exploring...</h2>\n<p>You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.</p>\n<h2>In Downtime...</h2>\n<p>You learn new spells, craft magic items, or scribe scrolls for your party, and seek out new and exciting formulas in addition to spells. You might even forge scholarly connections and establish a school or guild of your own.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Have an unquenchable intellectual curiosity about how everything in the world around you works-magic in particular.</li>\n<li>Believe fervently that your school of magic is superior (if you're a specialist) or that true mastery of magic requires knowledge of all schools (if you're a universalist).</li>\n<li>Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on other people.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Consider you to be incredibly powerful and potentially dangerous.</li>\n<li>Fear what your magic can do to their minds, bodies, and souls, and ask that you avoid casting spells in polite company, as few can identify whether one of your spells is harmless or malevolent until it's too late.</li>\n<li>Assume you can easily solve all their problems, from dangerous weather to poor crop yields, and ask you for spells that can help them get whatever they desire.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Arcana</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in the club, crossbow, dagger, heavy crossbow, and staff</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Untrained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in arcane spell attacks</p>\n<p>Trained in arcane spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Wizard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, arcane spellcasting, arcane school, arcane bond, arcane thesis</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, magical fortitude, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, alertness, general feat, skill increase, wizard weapon expertise</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Archwizard's spellcraft, general feat, legendary archwizard, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, skill feat, wizard feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Arcane Bond</h2>\n<p>You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Frequency</strong> once per day</p>\n<p><strong>Requirements</strong> You haven't acted yet on your turn</p>\n<hr />\n<p>You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.</p>\n<h2>Arcane School</h2>\n<p>Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school.</p>\n<p>If you don't choose a school, you're a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater fiexibility.</p>\n<p>Arcane schools can be found here (@UUID[Compendium.pf2e.classfeatures.gCwcys8CnS102tji]{Arcane School: Abjuration}, @UUID[Compendium.pf2e.classfeatures.SNeVaUBTHwvoO6kr]{Arcane School: Conjuration}, @UUID[Compendium.pf2e.classfeatures.yobGgrHdgjs5QW5o]{Arcane School: Divination}, @UUID[Compendium.pf2e.classfeatures.ZHwGACWQEy6kTzcP]{Arcane School: Enchantment}, @UUID[Compendium.pf2e.classfeatures.ibhml5y20g5M3Vgd]{Arcane School: Evocation}, @UUID[Compendium.pf2e.classfeatures.K6hG7nH8yjmbA0Q9]{Arcane School: Illusion}, @UUID[Compendium.pf2e.classfeatures.uNM7qZQokRKAEd7k]{Arcane School: Necromancy}, @UUID[Compendium.pf2e.classfeatures.rHxkPijLnQ9O9AGV]{Arcane School: Transmutation} and @UUID[Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD]{Arcane School: Universalist})</p>\n<h2>Arcane Spellcasting</h2>\n<p>Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase, shown in Table 3-19: Wizard Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a wizard. For example, as a 1st-level wizard, your cantrips are 1st-level spells, and as a 5th-level wizard, your cantrips are 3rd-level spells.</p>\n<h3><strong>Spellbook</strong></h3>\n<p>Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like <em>The Crimson Libram</em>, or something more academic, like <em>A Field Study in Practical Transmutation</em>.</p>\n<p>Each time you gain a level, you add two arcane spells to your spellbook, of any level for which you have spell slots. You can also use the Arcana skill to add other spells that you find in your adventures.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* The Archwizard's Spellcraft class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2>Arcane Thesis</h2>\n<p>During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like \"On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.\"</p>\n<p>Arcane thesis can be found here @UUID[Compendium.pf2e.classfeatures.M89l9FOnjHe63wD7].</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Wizard Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level thereafter, you gain a wizard class feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 5</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Expert Spellcaster<span style=\"float:right\">Level 7</span></h2>\n<p>Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.</p>\n<h2>Magical Fortitude<span style=\"float:right\">Level 9</span></h2>\n<p>Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Alertness<span style=\"float:right\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Wizard Weapon Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>Through a combination of magic and training, you've learned how to wield wizard weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, staff, and unarmed attacks.</p>\n<h2>Defensive Robes<span style=\"float:right\">Level 13</span></h2>\n<p>The flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.</p>\n<h2>Master Spellcaster<span style=\"float:right\">Level 15</span></h2>\n<p>You command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.</p>\n<h2>Resolve<span style=\"float:right\">Level 17</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2>Archwizard's Spellcraft<span style=\"float:right\">Level 19</span></h2>\n<p>You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using arcane spellcasting. You can't use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots. Unlike with other spell slots, you don't gain more 10th-level spells as you level up, though you can take the @UUID[Compendium.pf2e.feats-srd.tP26mgaFPpr6df1i] feat to gain a second slot.</p>\n<h2>Legendary Spellcaster<span style=\"float:right\">Level 19</span></h2>\n<p>You are a consummate spellcaster, with a comprehensive understanding of both arcane theory and practical spellcraft. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to legendary.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":6,"items":{"4x1uf":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"55liz":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":17,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"7bbgv":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"7hdxh":{"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","level":1,"name":"Arcane Spellcasting (Wizard)","uuid":"Compendium.pf2e.classfeatures.S6WW4Yyg4XonXGHD"},"93v1o":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Arcane School","uuid":"Compendium.pf2e.classfeatures.7nbKDBGvwSx9T27G"},"c3blc":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"djzu5":{"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","level":19,"name":"Archwizard's Spellcraft","uuid":"Compendium.pf2e.classfeatures.ZjwJHmjPrSs6VDez"},"fqsfu":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"},"hbsn6":{"img":"systems/pf2e/icons/features/classes/arcane-thesis.webp","level":1,"name":"Arcane Thesis","uuid":"Compendium.pf2e.classfeatures.M89l9FOnjHe63wD7"},"mqstv":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":5,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"p9c01":{"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","level":9,"name":"Magical Fortitude","uuid":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"},"phtt9":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"v5yt7":{"img":"systems/pf2e/icons/features/classes/arcane-bond.webp","level":1,"name":"Arcane Bond","uuid":"Compendium.pf2e.classfeatures.au0lwQ1nAcNQwcGh"},"yp2vs":{"img":"systems/pf2e/icons/features/classes/wizard-weapon-expertise.webp","level":11,"name":"Wizard Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.GBsC2cARoFiqMi9V"},"ytft4":{"img":"systems/pf2e/icons/features/classes/defensive-robes.webp","level":13,"name":"Defensive Robes","uuid":"Compendium.pf2e.classfeatures.gU7epgcPSm0TD1UK"}},"keyAbility":{"value":["int"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-club.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-crossbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-dagger.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-heavy-crossbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-staff.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.arcane.rank","value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"wizard","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":["arc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"JQBkgB8Fl3wxmduz","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7nbKDBGvwSx9T27G"},"pf2e":{"itemGrants":{"universalist":{"id":"SYekcuGWXtno5R60","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Arcane School","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school.</p>\n<p>If you don't choose a school, you're a universalist, a wizard who believes the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.</p>"},"level":{"value":1},"location":"SVIgczEz1C7kcsEN","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","predicate":[{"not":"feature:universalist"}],"priority":9,"value":1},{"adjustName":false,"allowedDrops":{"label":"level 1 Wizard class feature","predicate":["item:level:1","item:trait:wizard","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.gCwcys8CnS102tji"},{"value":"Compendium.pf2e.classfeatures.SNeVaUBTHwvoO6kr"},{"value":"Compendium.pf2e.classfeatures.yobGgrHdgjs5QW5o"},{"value":"Compendium.pf2e.classfeatures.ZHwGACWQEy6kTzcP"},{"value":"Compendium.pf2e.classfeatures.ibhml5y20g5M3Vgd"},{"value":"Compendium.pf2e.classfeatures.K6hG7nH8yjmbA0Q9"},{"value":"Compendium.pf2e.classfeatures.uNM7qZQokRKAEd7k"},{"value":"Compendium.pf2e.classfeatures.rHxkPijLnQ9O9AGV"},{"value":"Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD"}],"flag":"arcaneSchool","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Wizard.ArcaneSchool.Prompt","selection":"Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD"},{"flag":"universalist","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.arcaneSchool}"}],"slug":"arcane-school","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"GVvwxtEpnEeIDklv","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.M89l9FOnjHe63wD7"},"pf2e":{"itemGrants":{"metamagicalExperimentation":{"id":"5vlf5wdTtj34wRdT","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/arcane-thesis.webp","name":"Arcane Thesis","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like \"On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.\"</p>"},"level":{"value":1},"location":"SVIgczEz1C7kcsEN","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Wizard class feature","predicate":["item:level:1","item:trait:wizard","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.SNZ46g3u7U6x0XJj"},{"value":"Compendium.pf2e.classfeatures.89zWKD2CN7nRu2xp"},{"value":"Compendium.pf2e.classfeatures.OAcxS625AXSGrQIC"},{"value":"Compendium.pf2e.classfeatures.QzWXMCSGNfvvpYgF"},{"value":"Compendium.pf2e.classfeatures.Klb35AwlkNrq1gpB"}],"flag":"arcaneThesis","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Wizard.ArcaneThesis.Prompt","selection":"Compendium.pf2e.classfeatures.89zWKD2CN7nRu2xp"},{"flag":"metamagicalExperimentation","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.arcaneThesis}"}],"slug":"arcane-thesis","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0LWB1WOuZdRMy0vl","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.au0lwQ1nAcNQwcGh"},"pf2e":{"itemGrants":{"drainBondedItem":{"id":"Krc4aYGG4XiP0Umn","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/arcane-bond.webp","name":"Arcane Bond","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the @UUID[Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR] free action.</p>"},"level":{"value":1},"location":"SVIgczEz1C7kcsEN","prerequisites":{"value":[]},"rules":[{"flag":"drainBondedItem","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR"}],"slug":"arcane-bond","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"IsCWpjFKalTI8UHR","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.S6WW4Yyg4XonXGHD"},"pf2e":{"itemGrants":{"castASpell":{"id":"TqS8z6PmCA49oYxx","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","name":"Arcane Spellcasting (Wizard)","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook, plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase.</p>"},"level":{"value":1},"location":"SVIgczEz1C7kcsEN","prerequisites":{"value":[]},"rules":[{"flag":"castASpell","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"}],"slug":"arcane-spellcasting-wizard","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{},"value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gck2OYiKwsGobrSn","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"}},"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","name":"Lightning Reflexes","sort":2000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>"},"level":{"value":5},"location":"SVIgczEz1C7kcsEN","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.reflex.rank","value":2}],"slug":"lightning-reflexes","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VIBCUOpS1BZS4VZg","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BWomK7EVY0WXxWgh"},"pf2e":{"grantedBy":{"id":"SYekcuGWXtno5R60","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Reach Spell","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You can extend the range of your spells. If the next action you use is to @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"reach-spell","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["bard","cleric","concentrate","druid","metamagic","oracle","sorcerer","witch","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"SYekcuGWXtno5R60","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD"},"pf2e":{"grantedBy":{"id":"JQBkgB8Fl3wxmduz","onDelete":"cascade"},"itemGrants":{"reachSpell":{"id":"VIBCUOpS1BZS4VZg","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/universalist.webp","name":"Universalist","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.</p>\n<p>Instead of specializing narrowly in an arcane school, you can become a universalist wizard-by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts. For each level of wizard spell slots you have, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra wizard class feat, and you add one 1st-level spell of your choice to your spellbook.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"adjustName":false,"choices":{"query":"{\"system.category\":\"class\",\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"wizard\"}}"},"flag":"universalist","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.LevelOneClassFeat","selection":"Compendium.pf2e.feats-srd.BWomK7EVY0WXxWgh"},{"flag":"reachSpell","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.universalist}"}],"slug":"universalist","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"MT0ousTdC9FFXzOJ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.FoWO4RnHRwfEIC7Q"},"pf2e":{"grantedBy":{"id":"5vlf5wdTtj34wRdT","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Widen Spell","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"widen-spell","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["druid","manipulate","metamagic","oracle","sorcerer","witch","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5vlf5wdTtj34wRdT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.89zWKD2CN7nRu2xp"},"pf2e":{"grantedBy":{"id":"GVvwxtEpnEeIDklv","onDelete":"cascade"},"itemGrants":{"widenSpell":{"id":"MT0ousTdC9FFXzOJ","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/metamagic-experimentation.webp","name":"Metamagical Experimentation","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You've realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain one 1st-level metamagic wizard feat of your choice. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Wizard metamagic feat","predicate":["item:trait:wizard","item:level:1","item:trait:metamagic"]},"choices":[{"predicate":[{"not":"feat:reach-spell"}],"value":"Compendium.pf2e.feats-srd.BWomK7EVY0WXxWgh"},{"predicate":[{"not":"feat:widen-spell"}],"value":"Compendium.pf2e.feats-srd.FoWO4RnHRwfEIC7Q"}],"flag":"metamagicalExperimentation","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Wizard.Metamagic1.Prompt","selection":"Compendium.pf2e.feats-srd.FoWO4RnHRwfEIC7Q"},{"flag":"widenSpell","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.metamagicalExperimentation}"}],"slug":"metamagical-experimentation","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Krc4aYGG4XiP0Umn","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR"},"pf2e":{"grantedBy":{"id":"0LWB1WOuZdRMy0vl","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/FreeAction.webp","name":"Drain Bonded Item","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p>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 @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz]{Cast the Spell} and meet the spell's other requirements.</p>"},"requirements":{"value":""},"rules":[],"slug":"drain-bonded-item","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard","arcane"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"TqS8z6PmCA49oYxx","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"},"pf2e":{"grantedBy":{"id":"IsCWpjFKalTI8UHR","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Cast a Spell","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":null,"description":{"value":"<p>You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.</p>\n<p>Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, \"[reaction] verbal.\"</p>\n<p><strong>Long Casting</strong> Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted.</p>\n<p><strong>Spell Components</strong> Each spell lists the spell components required to cast it after the action icons or text, such as \"[three-actions] material, somatic, verbal.\" The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.</p>\n<ul>\n<li>Material (manipulate)</li>\n<li>Somatic (manipulate)</li>\n<li>Verbal (concentrate)</li>\n<li>Focus (manipulate)</li>\n</ul>\n<p><strong>Disrupted and Lost Spells</strong> Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg] action, the spell immediately ends.</p>"},"requirements":{"value":""},"rules":[],"slug":"cast-a-spell","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"YHfheZE7mPseQtUl","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lwLcUHQMOqfaNND4"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cooperative Nature","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"cooperative-nature","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pVbLEGCRXP3SYKwJ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Rfyhlyql1GSoDkI2"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Skill","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[],"slug":"natural-skill","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gQYneSk2NZVBXqiD","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.EpBG4CFMNSZQx7vI"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Counterspell (Prepared)","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> A creature Casts a Spell that you have prepared</p>\n<hr />\n<p>When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"counterspell-prepared","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["abjuration","arcane","witch","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"qrAv8RKpoASTrYSm","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.tWBK7Zbt80JlPryC"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Bespell Weapon","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Frequency</strong> once per turn</p>\n<p><strong>Requirements</strong> Your most recent action was to cast a non-cantrip spell.</p>\n<hr />\n<p>You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.</p>\n<ul>\n<li><strong>Abjuration</strong> @UUID[Compendium.pf2e.feat-effects.GbbwJhwSNLw06XpO]{force damage},</li>\n<li><strong>Conjuration or Transmutation</strong> @UUID[Compendium.pf2e.feat-effects.E8MiV00QEhH5n18L]{the same type as the weapon},</li>\n<li><strong>Divination, Enchantment, or Illusion</strong> @UUID[Compendium.pf2e.feat-effects.ZSgB3imGveukWUxs]{mental damage},</li>\n<li><strong>Evocation</strong> a type the spell dealt, or @UUID[Compendium.pf2e.feat-effects.GbbwJhwSNLw06XpO]{force damage} if the spell didn't deal damage,</li>\n<li><strong>Necromancy</strong> @UUID[Compendium.pf2e.feat-effects.G1IRkppxJCYdfqXo]{negative damage}</li>\n</ul>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"bespell-weapon","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle","sorcerer","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"YCFy1owQ7C5VwY9z","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.blMeVamjGz4ODWxq"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Arcane Sense","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your study of magic allows you to instinctively sense its presence. You can cast 1st-level <em>@UUID[Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl]</em> at will as an arcane innate spell. If you're a master in Arcana, the spell is heightened to 3rd level; if you're legendary, it is heightened to 4th level.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Arcana"}]},"rules":[],"slug":"arcane-sense","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ILmBhEKC0OmG4s43","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.JtjnFsOToBLnSRO9"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Courtly Graces","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren't one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Society"}]},"rules":[],"slug":"courtly-graces","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"hYHLfL48fpnZSzuC","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.m7KjpkAAh9PptJsY"},"pf2e":{"itemGrants":{"naturalAmbition":{"id":"P2jIZ8st4L6zeq65","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ancestral Paragon","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.</p>"},"level":{"value":3},"location":"general-3","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.AncestralParagon.AllowedDrops","predicate":["item:category:ancestry","item:level:1"]},"choices":{"query":"{\"system.category\":\"ancestry\",\"system.level.value\":1,\"$or\":[{\"system.traits.value\":{\"$elemMatch\":\"{actor|system.details.ancestry.trait}\"}},{\"system.traits.value\":{\"$elemMatch\":\"{actor|system.details.heritage.trait}\"}}],\"$not\":{\"system.traits.value\":{\"$elemMatch\":\"lineage\"}}}"},"flag":"ancestralParagon","key":"ChoiceSet","prompt":"PF2E.SpecificRule.AncestralParagon.Prompt","selection":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},{"flag":"naturalAmbition","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.ancestralParagon}"}],"slug":"ancestral-paragon","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"GdIv78zgPwAVkQO4","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.pD1oDbUDkNtHadGY"},"pf2e":{"grantedBy":{"id":"P2jIZ8st4L6zeq65","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Hand of the Apprentice","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You can magically hurl your weapon at your foe. You gain the <em>@UUID[Compendium.pf2e.spells-srd.bSDTWUIvgXkBaEv8]</em> universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point.</p>\n<p>See Arcane Schools for more information about focus spells.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"universalist wizard"}]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1}],"slug":"hand-of-the-apprentice","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"P2jIZ8st4L6zeq65","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"grantedBy":{"id":"hYHLfL48fpnZSzuC","onDelete":"cascade"},"itemGrants":{"handOfTheApprentice":{"id":"GdIv78zgPwAVkQO4","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Ambition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"adjustName":false,"choices":{"postFilter":[{"or":["feature:dragon-instinct",{"not":"item:draconic-arrogance"}]},{"nor":["item:animal-companion","item:animal-companion-druid","item:bardic-lore","item:fire-lung","item:lingering-composition","item:leshy-familiar","item:martial-performance","item:shore-step","item:steadying-stone","item:storm-born","item:versatile-performance","item:wild-shape"]}],"query":"{\"system.category\":\"class\",\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"{actor|system.details.class.trait}\"}}"},"flag":"naturalAmbition","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.LevelOneClassFeat","selection":"Compendium.pf2e.feats-srd.pD1oDbUDkNtHadGY"},{"flag":"handOfTheApprentice","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.naturalAmbition}"}],"slug":"natural-ambition","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"MghOg7aJMddBXusu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.FVjTuBCIefAgloUU"}},"img":"systems/pf2e/icons/equipment/weapons/staff.webp","name":"Staff","sort":100000,"system":{"MAP":{"value":""},"baseItem":"staff","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d4"},"description":{"value":"<p>This long piece of wood can aid in walking and deliver a mighty blow.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"club","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"staff","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["two-hand-d8"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"6bvphRcfQYiCABsL","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.dDIPA1WE9ESF67EB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/clothes-explorers.webp","name":"Clothing (Explorer's)","sort":200000,"system":{"armor":{"value":0},"baseItem":"explorers-clothing","category":"unarmored","check":{"value":0},"containerId":null,"description":{"value":"<p>Explorer's clothing is sturdy enough that it can be reinforced to protect you, even though it isn't a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk's garments, or wizard's robes, as members of all three classes are likely to avoid wearing armor.</p>"},"dex":{"value":5},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"L"},"group":"cloth","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":1}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"clothing-explorers","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":0},"traits":{"rarity":"common","value":["comfort"]},"usage":{"value":"wornarmor"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"SHx92909fBohpqgd","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.r1hgg2rweqGL1LBl"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/hand-of-the-mage.webp","name":"Hand of the Mage","sort":300000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">D</span> command, envision</p>\n<hr />\n<p><strong>Effect</strong> You cast <em>@UUID[Compendium.pf2e.spells-srd.pwzdSlJgYqN7bs2w]</em>.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":1,"rules":[],"size":"med","slug":"hand-of-the-mage","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["evocation","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"hVE0s1QPrPm9KshM","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VHxXMvBeBTq2FSdf"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/material-component-pouch.webp","name":"Material Component Pouch","sort":400000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":5}},"quantity":1,"rules":[],"size":"med","slug":"material-component-pouch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"pGvBAGV4f4BWvujA","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":500000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"3d6+6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"WijdnVlb8LotGSAt","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.GyO89RBVjAKFxsFm"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/mistform-elixir.webp","name":"Mistform Elixir (Lesser)","sort":600000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>A faint mist emanates from your skin, making you @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] for 3 rounds.</p>\n<p>As usual being concealed when your position is still obvious, you can't use this concealment to @UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa] or @UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4].</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":4},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":18}},"quantity":1,"rules":[],"size":"med","slug":"mistform-elixir-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","illusion","visual"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"LPwaMavBqWpLqknY","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UJWiN0K3jqVjxvKk"}},"img":"systems/pf2e/icons/equipment/wands/magic-wands/magic-wand.webp","name":"Wand of Mage Armor (Level 1)","sort":700000,"system":{"autoDestroy":{"value":false},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"wand"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.aAbfKn8maGjJjk2W]</em></p><hr /><p>This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.</p>\n<p><strong>Activate</strong> Cast a Spell</p>\n<p><strong>Frequency</strong> once per day, plus overcharge</p>\n<hr />\n<p><strong>Effect</strong> You Cast the Spell at the indicated level.</p>\n<p><strong>Craft Requirements</strong> Supply a listed-level casting of the spell.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":60}},"quantity":1,"rules":[],"size":"med","slug":"magic-wand-1st-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.aAbfKn8maGjJjk2W"}},"img":"systems/pf2e/icons/spells/mage-armor.webp","name":"Mage Armor","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.qkwb5DD3zmKwvbk0]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> You gain a +1 item bonus to saving throws.</p>\n<p><strong>Heightened (6th)</strong> The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.</p>\n<p><strong>Heightened (8th)</strong> The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.</p>\n<p><strong>Heightened (10th)</strong> The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mage-armor","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":[]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["magical","wand","arcane","occult"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"IFcH5qLuWvbwDvQp","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UJWiN0K3jqVjxvKk"}},"img":"systems/pf2e/icons/equipment/wands/magic-wands/magic-wand.webp","name":"Wand of Magic Missile (Level 1)","sort":800000,"system":{"autoDestroy":{"value":false},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"wand"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em></p><hr /><p>This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.</p>\n<p><strong>Activate</strong> Cast a Spell</p>\n<p><strong>Frequency</strong> once per day, plus overcharge</p>\n<hr />\n<p><strong>Effect</strong> You Cast the Spell at the indicated level.</p>\n<p><strong>Craft Requirements</strong> Supply a listed-level casting of the spell.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":60}},"quantity":1,"rules":[],"size":"med","slug":"magic-wand-1st-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM"}},"img":"systems/pf2e/icons/spells/magic-missile.webp","name":"Magic Missile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"force"},"value":"1d4+1"}}},"description":{"value":"<p>You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. 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Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":1,"rules":[],"size":"med","slug":"spellbook-blank","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"UM5D6XGB148aoOAn","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.6DCy7tEF1cxaIJMy"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/grapling-hook.webp","name":"Grappling Hook","sort":1287500,"system":{"baseItem":null,"containerId":"iHsaOi44AL272U1E","description":{"value":"<p>You can throw a grappling hook with a rope tied to it to make a climb easier. 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Make a spell attack. If you hit, you deal 1d6 acid damage plus [[/r (1[splash])[acid]]]. On a critical success, the target also takes [[/r 1[persistent,acid]]] damage.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The initial damage increases to 1d6 + your spellcasting ability modifier, and the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60] increases to [[/r 2[persistent,acid]]].</p>\n<p><strong>Heightened (5th)</strong> The initial damage increases to 2d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 3[persistent,acid]]], and the splash damage increases to [[/r (2[splash])[acid]]].</p>\n<p><strong>Heightened (7th)</strong> The initial damage increases to 3d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 4[persistent,acid]]], and the splash damage increases to [[/r (3[splash])[acid]]].</p>\n<p><strong>Heightened (9th)</strong> The initial damage increases to 4d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 5[persistent,acid]]], and the splash damage increases to [[/r (4[splash])[acid]]].</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}}},"5":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"2d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"2"}}}},"7":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"3d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"3"}}}},"9":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"4d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"4"}}}}},"type":"fixed"},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"acid-splash","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","acid","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"7NdQ0HaKI5BESwPc","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl"}},"img":"systems/pf2e/icons/spells/detect-magic.webp","name":"Detect Magic","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"detect-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"04VG3XRYPkza2hO0","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.kBhaPuzLUSwS6vVf"}},"img":"systems/pf2e/icons/spells/electric-arc.webp","name":"Electric Arc","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"electricity"},"value":"1d4"}}},"description":{"value":"<p>An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"electric-arc","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 or 2 creatures"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["electricity","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"NkpAWb9qxrDQog7x","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4"}},"img":"systems/pf2e/icons/spells/light.webp","name":"Light","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.cVVZXNbV0nElVOPZ]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"light","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["light","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"P4urnPsVnU9azLRL","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.pwzdSlJgYqN7bs2w"}},"img":"systems/pf2e/icons/spells/mage-hand.webp","name":"Mage Hand","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target an unattended object with a Bulk of 1 or less.</p>\n<p><strong>Heightened (5th)</strong> The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.</p>\n<p><strong>Heightened (7th)</strong> The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"target":{"value":"1 unattended object with a Bulk of 1 or less"}},"5":{"range":{"value":"60 feet"}},"7":{"target":{"value":"1 unattended object with a Bulk of 2 or less"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mage-hand","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 unattended object of light Bulk or less"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"zva8iSfXwycom5JX","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.vLzFcIaSXs7YTIqJ"}},"img":"systems/pf2e/icons/spells/message.webp","name":"Message","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you.</p>\n<p>The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The spell's range increases to 500 feet.</p>"},"duration":{"value":"see below"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"range":{"value":"500 feet"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"message","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["auditory","cantrip","linguistic","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"1ou1Tkl4Y5iPjMcl","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gYjPm7YwGtEa1oxh"}},"img":"systems/pf2e/icons/spells/ray-of-frost.webp","name":"Ray of Frost","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"cold"},"value":"1d4"}}},"description":{"value":"<p>You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.I4PsUAaYSUJ8pwKC]</p>\n<p><strong>Success</strong> The target takes normal damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ray-of-frost","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","cold","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"uIITb4ngtkbiyakf","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.OhD2Z6rIGGD5ocZA"}},"img":"systems/pf2e/icons/spells/read-aura.webp","name":"Read Aura","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.</p>\n<p>If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target up to 10 objects.</p>\n<p><strong>Heightened (6th)</strong> You can target any number of objects.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"target":{"value":"10 objects"}},"6":{"target":{"value":"any number of objects"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"read-aura","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object"},"time":{"value":"1 Minute"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"7Z1IDP0Ht22yuSuC","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR"}},"img":"systems/pf2e/icons/spells/shield.webp","name":"Shield","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.</p>\n<p>While the spell is in effect, you can use the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em> spell.</p>\n<p>Heightening the spell increases the shield's Hardness.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Jemq5UknGdMO7b73]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.QF6RDlCoTvkVHRo4]</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The shield has Hardness 10.</p>\n<p><strong>Heightened (5th)</strong> The shield has Hardness 15.</p>\n<p><strong>Heightened (7th)</strong> The shield has Hardness 20.</p>\n<p><strong>Heightened (9th)</strong> The shield has Hardness 25.</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shield","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"L2TyA5dChq33mMtW","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.60sgbuMWN0268dB7"}},"img":"systems/pf2e/icons/spells/telekinetic-projectile.webp","name":"Telekinetic Projectile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"untyped"},"value":"1d6"}}},"description":{"value":"<p>You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.</p>\n<hr />\n<p><strong>Critical Success</strong> You deal double damage.</p>\n<p><strong>Success</strong> You deal full damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"overlays":{"2I469pfbYcmFvzOA":{"_id":"2I469pfbYcmFvzOA","name":"Telekinetic Projectile (Bludgeoning)","overlayType":"override","sort":1,"system":{"damage":{"value":{"0":{"type":{"value":"bludgeoning"}}}}}},"cUFX7ExSLeoa3vIF":{"_id":"cUFX7ExSLeoa3vIF","name":"Telekinetic Projectile (Piercing)","overlayType":"override","sort":2,"system":{"damage":{"value":{"0":{"type":{"value":"piercing"}}}}}},"zFWsMjoeCnLxqJaV":{"_id":"zFWsMjoeCnLxqJaV","name":"Telekinetic Projectile (Slashing)","overlayType":"override","sort":3,"system":{"damage":{"value":{"0":{"type":{"value":"slashing"}}}}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"telekinetic-projectile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["attack","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"uaKqwxZEZ8oIoY6d","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.y6rAdMK6EFlV6U0t"}},"img":"systems/pf2e/icons/spells/burning-hands.webp","name":"Burning Hands","sort":0,"system":{"ability":{"value":""},"area":{"type":"cone","value":15},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"fire"},"value":"2d6"}}},"description":{"value":"<p>Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"burning-hands","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["fire"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"wBMEwwmfEjujZVgt","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.UKsIOWmMx4hSpafl"}},"img":"systems/pf2e/icons/spells/color-spray.webp","name":"Color Spray","sort":0,"system":{"ability":{"value":""},"area":{"type":"cone","value":15},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Swirling colors affect viewers based on their Will saves.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature is unaffected.</p>\n<p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 round.</p>\n<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1}, @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] for 1 round, and Dazzled for 1 minute.</p>\n<p><strong>Critical Failure</strong> The creature is Stunned for 1 round and Blinded for 1 minute.</p>"},"duration":{"value":"1 or more rounds (see below)"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"color-spray","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["incapacitation","visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"et625nxD5eOV90m1","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Wu0xFpewMKRK3HG8"}},"img":"systems/pf2e/icons/spells/grease.webp","name":"Grease","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You conjure grease, with effects based on choosing area or target.</p>\n<ul>\n<li><strong>Area</strong> <strong>[4 contiguous 5-foot squares]</strong> All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60]. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save.</li>\n<li><strong>Target</strong> <strong>[1 object of Bulk 1 or less]</strong> If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.</li>\n</ul>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"reflex"},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"grease","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 object of Bulk 1 or less"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"H8hELT8z52K7hzJP","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.aAbfKn8maGjJjk2W"}},"img":"systems/pf2e/icons/spells/mage-armor.webp","name":"Mage Armor","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.qkwb5DD3zmKwvbk0]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> You gain a +1 item bonus to saving throws.</p>\n<p><strong>Heightened (6th)</strong> The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.</p>\n<p><strong>Heightened (8th)</strong> The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.</p>\n<p><strong>Heightened (10th)</strong> The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mage-armor","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"f51cyzeTIx9d1N2N","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM"}},"img":"systems/pf2e/icons/spells/magic-missile.webp","name":"Magic Missile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"force"},"value":"1d4+1"}}},"description":{"value":"<p>You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> You shoot one additional missile with each action you spend.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"overlays":{},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-missile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1 to 3"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"w6F4YPiAtKmruAil","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.r3NeUnsgt9mS03Sn"}},"img":"systems/pf2e/icons/spells/shocking-grasp.webp","name":"Shocking Grasp","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"electricity"},"value":"2d12"}}},"description":{"value":"<p>You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes [[/r 1d4[persistent,electricity]]] damage on a hit. On a critical hit, double the initial damage, but not the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60].</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d12, and the persistent electricity damage increases by 1.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d12"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shocking-grasp","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","electricity"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"l0b0fhUuTWlTYihf","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh"}},"img":"systems/pf2e/icons/spells/true-strike.webp","name":"True Strike","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] or @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC].</p>\n<p>@UUID[Compendium.pf2e.spell-effects.fpGDAz2v5PG0zUSl]</p>"},"duration":{"value":"until the end of your turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"true-strike","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["fortune"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"6osSQA0RyQyOhSbI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.f8hRqLJaxBVhF1u0"}},"img":"systems/pf2e/icons/spells/acid-arrow.webp","name":"Acid Arrow","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"acid"},"value":"3d8"}}},"description":{"value":"<p>You conjure an arrow of acid that keeps corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus [[/r 1d6[persistent,acid]]]. On a critical hit, double the initial damage, but not the persistent damage.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> The initial damage increases by 2d8, and the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60] increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d8"},"interval":2,"type":"interval"},"level":{"value":2},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"acid-arrow","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["acid","attack"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"gRZWdhc5ozqtOxrz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.9HpwDN4MYQJnW0LG"}},"img":"systems/pf2e/icons/spells/dispel-magic.webp","name":"Dispel Magic","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":true},"level":{"value":2},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"dispel-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 spell effect or unattended magic item"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"9Jwevi26hqMnSXRC","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.0qaqksrGGDj74HXE"}},"img":"systems/pf2e/icons/spells/glitterdust.webp","name":"Glitterdust","sort":0,"system":{"ability":{"value":""},"area":{"type":"burst","value":10},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Creatures in the area are outlined by glittering dust. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] instead of @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML]. This applies both if the creature was already Invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target's invisibility is negated for 2 rounds.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 minute and its invisibility is negated for 1 minute.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] for 1 round and Dazzled for 10 minutes. Its invisibility is negated for 10 minutes.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"glitterdust","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"h0A8nBndQiNxWUGD","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.j8vIoIEWElvpwkcI"}},"img":"systems/pf2e/icons/spells/mirror-image.webp","name":"Mirror Image","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6).</p>\n<p>Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image 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 one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mirror-image","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"8bIouu31u9KlNCoG","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.sxQZ6yqTn0czJxVd"}},"img":"systems/pf2e/icons/spells/fireball.webp","name":"Fireball","sort":0,"system":{"ability":{"value":""},"area":{"type":"burst","value":20},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"fire"},"value":"6d6"}}},"description":{"value":"<p>A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":3},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"500 feet"},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"fireball","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["fire"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"RrUVNCjzhGsmEbVA","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.o6YCGx4lycsYpww4"}},"img":"systems/pf2e/icons/spells/haste.webp","name":"Haste","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Magic empowers the target to act faster. It gains the @UUID[Compendium.pf2e.conditionitems.nlCjDvLMf2EkV2dl] condition and can use the extra action each round only for Strike and Stride actions.</p>\n<hr />\n<p><strong>Heightened (7th)</strong> You can target up to 6 creatures.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"7":{"target":{"value":"6 creatures"}}},"type":"fixed"},"level":{"value":3},"location":{"value":"eB2ib8L8XWOvMFGB"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"haste","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"no60QT2wvZVf3hyE","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Focus Spells","sort":0,"system":{"ability":{"value":"int"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"focus"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"value":0},"tradition":{"value":"arcane"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"OqVBLhxfzj3H68y5","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.bSDTWUIvgXkBaEv8"}},"img":"systems/pf2e/icons/spells/hand-of-the-apprentice.webp","name":"Hand of the Apprentice","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"no60QT2wvZVf3hyE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"500 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"hand-of-the-apprentice","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["attack","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"}],"name":"Ezren (Level 5)","prototypeToken":{"name":"Ezren","texture":{"src":"systems/pf2e/icons/iconics/Ezren.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":53},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["int","wis","con","dex"],"5":["int","wis","con","dex"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":"Varisian"},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":1},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":2},"ath":{"rank":1},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":2},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":1},"occ":{"rank":1},"prf":{"rank":0},"rel":{"rank":1},"soc":{"rank":2},"ste":{"rank":1},"sur":{"rank":1},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["draconic","dwarven","halfling","undercommon","varisian"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.XI1j0hr3An6W5gAe"}}}
{"_id":"Ykt9Ke7RWg5NoXMV","img":"systems/pf2e/icons/iconics/AmiriFull.webp","items":[{"_id":"ERgsYE6JqjO71Dgd","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Tanning Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"sXxAlfkgN0BoTXhz","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"con","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"gCQLAjABfxCHLhjr","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"diehard":{"id":"gdyXBcuBIjlVV7pW","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/ancestry/versatile-heritage.webp","name":"Versatile Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).</p>"},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"versatileHeritage","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.I0BhPWqYf1bbzEYg"},{"flag":"diehard","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.versatileHeritage}"}],"slug":"versatile-heritage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"gdyXBcuBIjlVV7pW","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.I0BhPWqYf1bbzEYg"},"pf2e":{"grantedBy":{"id":"gCQLAjABfxCHLhjr","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Diehard","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.dying.max","value":5}],"slug":"diehard","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"RiTDRTX8kskVdxN1","flags":{"core":{"sourceId":"Compendium.pf2e.classes.YDRiP7uVvr9WRhOI"}},"img":"systems/pf2e/icons/classes/barbarian.webp","name":"Barbarian","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Your rages draw upon a vicious instinct, which you might associate with an animal, a spirit, or some part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the storm of emotions inside them and release their rage only when it matters most.</em></p>\n<p><strong>Key Ability: STRENGTH</strong></p>\n<p>At 1st level, your class gives you an ability boost to Strength.</p>\n<p><strong>Hit Points: 12 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Barbarian</h1>\n<h2>During Combat Encounters...</h2>\n<p>You summon your rage and rush to the front lines to smash your way through. Offense is your best defense-you'll need to drop foes before they can exploit your relatively low defenses.</p>\n<h2>During Social Encounters...</h2>\n<p>You use intimidation to get what you need, especially when gentler persuasion can't get the job done.</p>\n<h2>While Exploring...</h2>\n<p>You look out for danger, ready to rush headfirst into battle in an instant. You climb the challenging rock wall and drop a rope for others to follow, and you wade into the risky currents to reach the hidden switch beneath the water's surface. If something needs breaking, you're up to the task!</p>\n<h2>In Downtime...</h2>\n<p>You might head to a tavern to carouse, build up the fearsome legend of your mighty deeds, or recruit followers to become a warlord in your own right.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Have a deep-seated well of anger, hatred, or frustration.</li>\n<li>Prefer a straightforward approach to one requiring patience and tedium.</li>\n<li>Engage in a regimen of intense physical fitness-and punch anyone who says this conflicts with your distaste for patience and tedium.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Rely on your courage and your strength, and trust that you can hold your own in a fight.</li>\n<li>See you as uncivilized or a boorish lout unfit for high society.</li>\n<li>Believe that you are loyal to your friends and allies and will never relent until the fight is done.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Athletics</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in medium armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in barbarian class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Barbarian. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, rage, instinct, barbarian feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Deny advantage, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, brutality, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, juggernaut, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, lightning reflexes, raging resistance, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, mighty rage, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, greater juggernaut, medium armor expertise, skill increase, weapon fury</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, indomitable will, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, heightened senses, skill increase, quick rage</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Armor of fury, devastator, general feat, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, barbarian feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Barbarian Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain a barbarian class feat.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.</p>\n<h2>Instinct</h2>\n<p>Your rage wells up from a dominant instinct-one you learned from a tradition or that comes naturally to you. Your instinct gives you an ability, requires you to avoid certain behaviors, grants you increased damage and resistances at higher levels, and allows you to select feats tied to your instinct.</p>\n<p>Instincts can be found here: @UUID[Compendium.pf2e.classfeatures.0FtzFbUrN56KA67z], @UUID[Compendium.pf2e.classfeatures.VDot7CDcXElxmkkz], @UUID[Compendium.pf2e.classfeatures.k7M9jedvt31AJ5ZR], @UUID[Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv], @UUID[Compendium.pf2e.classfeatures.TQqv9Q5mB4PW6LH9], and @UUID[Compendium.pf2e.classfeatures.SCYSjUbMmw8JD9P9].</p>\n<h2>Rage</h2>\n<p>You gain the Rage action, which lets you fly into a frenzy.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.Ah5g9pDwWF9b9VW9] <span class=\"pf2-icon\">A</span></h3>\n<p><strong>Requirements</strong> You aren't fatigued or raging.</p>\n<hr />\n<p>You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:</p>\n<ul>\n<li>You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.</li>\n<li>You take a -1 penalty to AC.</li>\n<li>You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.</li>\n</ul>\n<p>After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Deny Advantage<span style=\"float:right\">Level 3</span></h2>\n<p>Your foes struggle to pass your defenses. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Brutality<span style=\"float:right\">Level 5</span></h2>\n<p>Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 7</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary. You gain your instinct's specialization ability.</p>\n<p>See specific instincts for more information.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 9</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Raging Resistance<span style=\"float:right\">Level 9</span></h2>\n<p>Repeated exposure and toughened skin allow you to fend off harm. While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct.</p>\n<p>See specific instincts for more information.</p>\n<h2>Mighty Rage<span style=\"float:right\">Level 11</span></h2>\n<p>Your rage intensifies and lets you burst into action. Your proficiency rank for your barbarian class DC increases to expert. You gain the Mighty Rage free action.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.74iat04PtfG8gn2Q] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Trigger</strong> You use the Rage action on your turn.</p>\n<hr />\n<p>Use an action that has the rage trait. Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.</p>\n<h2>Greater Juggernaut<span style=\"float:right\">Level 13</span></h2>\n<p>You have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.</p>\n<h2>Medium Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.</p>\n<h2>Weapon Fury<span style=\"float:right\">Level 13</span></h2>\n<p>Your rage makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>The weapons you've mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary. You gain a greater benefit from your instinct's specialization ability.</p>\n<p>See specific instincts for more information.</p>\n<h2>Indomitable Will<span style=\"float:right\">Level 15</span></h2>\n<p>Your rage makes it difficult to control you. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2>Heightened Senses<span style=\"float:right\">Level 17</span></h2>\n<p>Your instinct heightens each of your senses further. Your proficiency rank for Perception increases to master.</p>\n<h2>Quick Rage<span style=\"float:right\">Level 17</span></h2>\n<p>You recover from your Rage quickly, and are soon ready to begin anew. After you spend a full turn without raging, you can Rage again without needing to wait 1 minute.</p>\n<h2>Armor of Fury<span style=\"float:right\">Level 19</span></h2>\n<p>Your training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.</p>\n<h2>Devastator<span style=\"float:right\">Level 19</span></h2>\n<p>Your Strikes are so devastating that you hardly care about resistance, and your barbarian abilities are unparalleled. Your proficiency rank for your barbarian class DC increases to master. Your melee Strikes ignore 10 points of a creature's resistance to their physical damage.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":12,"items":{"23vme":{"img":"systems/pf2e/icons/features/classes/greater-juggernaut.webp","level":13,"name":"Greater Juggernaut","uuid":"Compendium.pf2e.classfeatures.TuL0UfqH14MtqYVh"},"3gwvw":{"img":"systems/pf2e/icons/features/classes/brutality.webp","level":5,"name":"Brutality","uuid":"Compendium.pf2e.classfeatures.EEUTd0jAyfwTLzjk"},"7jt77":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":13,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"8ibv2":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":9,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"blnv0":{"img":"systems/pf2e/icons/features/classes/heightened-senses.webp","level":17,"name":"Heightened Senses","uuid":"Compendium.pf2e.classfeatures.7MhzrbOyue5GQsck"},"e0sur":{"img":"systems/pf2e/icons/features/classes/indomitable-will.webp","level":15,"name":"Indomitable Will","uuid":"Compendium.pf2e.classfeatures.BZnqKnqKVImjSIFE"},"g3k30":{"img":"systems/pf2e/icons/features/classes/quick-rage.webp","level":17,"name":"Quick Rage","uuid":"Compendium.pf2e.classfeatures.qMtyQGUllPdgpzUo"},"gfxqm":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":7,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"ihbgk":{"img":"systems/pf2e/icons/features/classes/devastator.webp","level":19,"name":"Devastator","uuid":"Compendium.pf2e.classfeatures.VLiT503OLOM3vaDx"},"njgcl":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Barbarian)","uuid":"Compendium.pf2e.classfeatures.7JjhxMFo8DMwpGx0"},"o4ypa":{"img":"systems/pf2e/icons/features/classes/weapon-fury.webp","level":13,"name":"Weapon Fury","uuid":"Compendium.pf2e.classfeatures.ejP4jVQkS48uKRFz"},"p941e":{"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","level":3,"name":"Deny Advantage","uuid":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"},"qh9xw":{"img":"systems/pf2e/icons/features/classes/mighty-rage.webp","level":11,"name":"Mighty Rage","uuid":"Compendium.pf2e.classfeatures.88Q33X2a0iYPkbzd"},"s5lxl":{"img":"systems/pf2e/icons/features/classes/armor-of-fury.webp","level":19,"name":"Armor of Fury","uuid":"Compendium.pf2e.classfeatures.QTCIahokREpnAYDi"},"spb04":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"tp5pg":{"img":"systems/pf2e/icons/features/classes/raging-resistance.webp","level":9,"name":"Raging Resistance","uuid":"Compendium.pf2e.classfeatures.ie6xDX9GMEcA2Iuq"},"uhbeo":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Instinct","uuid":"Compendium.pf2e.classfeatures.dU7xRpg4kFd01hwZ"},"xvavy":{"img":"systems/pf2e/icons/features/classes/rage.webp","level":1,"name":"Rage","uuid":"Compendium.pf2e.classfeatures.WZUCvxqbigXos1L9"}},"keyAbility":{"value":["str"]},"perception":2,"rules":[],"savingThrows":{"fortitude":2,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"barbarian","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":3,"value":["ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"txYLltntfcnAoni9","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.dU7xRpg4kFd01hwZ"},"pf2e":{"itemGrants":{"giantInstinct":{"id":"bS30Ru81CQ0hBgWV","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Instinct","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You channel your rage through an instinct. You decide what your instinct means to you. It could be a creature or symbol beloved by your clan, or a purely internal source or filter of your rage, such as a belief, curse, heritage, or state of mind. Each instinct grants an instinct ability, plus more abilities you can gain via feats that list that instinct as a prerequisite. It also determines what damage you resist with raging resistance and, at higher levels, increases the additional damage you deal when you @UUID[Compendium.pf2e.classfeatures.WZUCvxqbigXos1L9].</p>\n<p>Each instinct lists acts that are anathema to it. Whenever you perform such acts, you lose the instinct's abilities and any feats that list your instinct as a prerequisite until you spend 1 day of downtime re-centering yourself, though you keep all of your other barbarian abilities.</p>"},"level":{"value":1},"location":"RiTDRTX8kskVdxN1","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 barbarian class feature","predicate":["item:level:1","item:trait:barbarian","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.0FtzFbUrN56KA67z"},{"value":"Compendium.pf2e.classfeatures.VDot7CDcXElxmkkz"},{"value":"Compendium.pf2e.classfeatures.k7M9jedvt31AJ5ZR"},{"value":"Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv"},{"value":"Compendium.pf2e.classfeatures.TQqv9Q5mB4PW6LH9"},{"value":"Compendium.pf2e.classfeatures.SCYSjUbMmw8JD9P9"}],"flag":"instinct","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Barbarian.Instinct.Prompt","selection":"Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv"},{"flag":"giantInstinct","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.instinct}"}],"slug":"instinct","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9iMdD68iwFks1xPY","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.WZUCvxqbigXos1L9"}},"img":"systems/pf2e/icons/features/classes/rage.webp","name":"Rage","sort":100,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"classfeature","description":{"value":"<p><strong>Requirements</strong> You aren't fatigued or raging.</p>\n<p><strong>Grants</strong> @UUID[Compendium.pf2e.feat-effects.z3uyCMBddrPK5umr]</p>\n<hr />\n<p>You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:</p>\n<ul>\n<li>You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.</li>\n<li>You take a -1 penalty to AC.</li>\n<li>You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.</li>\n</ul>\n<p>After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.</p>"},"level":{"value":1},"location":"RiTDRTX8kskVdxN1","prerequisites":{"value":[]},"rules":[],"slug":"rage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","concentrate","emotion","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"bS30Ru81CQ0hBgWV","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv"},"pf2e":{"grantedBy":{"id":"txYLltntfcnAoni9","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/giant-instinct.webp","name":"Giant Instinct","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your rage gives you the raw power and size of a giant. This doesn't necessarily mean you revere giants-you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.</p>\n<h2 class=\"title\">Anathema</h2>\n<p>Failing to face a personal challenge of strength is anathema.</p>\n<h2 class=\"title\">Titan Mauler (Instinct Ability)</h2>\n<p>You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1} condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.</p>\n<h2 class=\"title\">Specialization Ability<span style=\"float:right\">Level 7</span></h2>\n<p>Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.</p>\n<h2 class=\"title\">Raging Resistance<span style=\"float:right\">Level 9</span></h2>\n<p>You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.</p>\n<hr />\n<p><em>Note: You need to manually apply Clumsy 1 when you enter rage. Remember to alter the size of your weapon to ensure your Instinct Ability works correctly.</em></p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage",{"not":"barbarian-dedication"}],"selector":"ac","value":-1},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized",{"nor":["ranged","agile","barbarian-dedication"]}],"selector":"strike-damage","slug":"oversized-rage","value":{"brackets":[{"end":6,"value":6},{"end":14,"start":7,"value":10},{"start":15,"value":18}]}},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized","agile",{"nor":["ranged","barbarian-dedication"]}],"selector":"strike-damage","slug":"oversized-rage-agile","value":{"brackets":[{"end":6,"value":3},{"end":14,"start":7,"value":5},{"start":15,"value":9}]}},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage",{"nor":["agile","item:oversized","ranged","barbarian-dedication"]}],"selector":"strike-damage","slug":"normal-rage","value":2},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","agile",{"nor":["item:oversized","ranged","barbarian-dedication"]}],"selector":"strike-damage","slug":"normal-rage-agile","value":1},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized","instinct-ability",{"nor":["ranged","agile"]}],"selector":"strike-damage","slug":"oversized-rage-dedication","value":6},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized","agile","instinct-ability",{"not":"ranged"}],"selector":"strike-damage","slug":"oversized-rage-dedication-agile","value":3},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","instinct-ability",{"nor":["agile","item:oversized","ranged"]}],"selector":"strike-damage","slug":"normal-rage-dedication","value":2},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","agile","instinct-ability",{"nor":["item:oversized","ranged"]}],"selector":"strike-damage","slug":"normal-rage-dedication-agile","value":1},{"adjustName":false,"choices":[{"label":"PF2E.TraitCold","value":"cold"},{"label":"PF2E.TraitElectricity","value":"electricity"},{"label":"PF2E.TraitFire","value":"fire"}],"flag":"energy","key":"ChoiceSet","predicate":["feature:giant-instinct","class:barbarian"],"prompt":"PF2E.SpecificRule.Barbarian.Giant.Prompt","selection":"fire"},{"key":"Resistance","predicate":["self:effect:rage","feature:raging-resistance"],"type":"{item|flags.pf2e.rulesSelections.energy}","value":"@actor.abilities.con.mod+3"},{"key":"Resistance","predicate":["self:effect:rage","feature:raging-resistance"],"type":"bludgeoning","value":"@actor.abilities.con.mod+3"}],"slug":"giant-instinct","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mSJ1MvhN0x8KHG7l","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.5Z3cLEpsx9nHVwhM"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Hunter","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","wis"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Survival skill and the Tanning Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX] skill feat.</p>"},"items":{"hy4x9":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Survey Wildlife","uuid":"Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX"}},"rules":[],"slug":"hunter","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Tanning Lore","trainedSkills":{"value":["sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"40bdOhRs1b38rpj8","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Survey Wildlife","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a -2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.</p>"},"level":{"value":1},"location":"mSJ1MvhN0x8KHG7l","prerequisites":{"value":[{"value":"trained in Survival"}]},"rules":[],"slug":"survey-wildlife","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"qdX7kMKaDYvHMn9l","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.JNt7GmLCCVz5BiEI"}},"img":"systems/pf2e/icons/equipment/weapons/javelin.webp","name":"Javelin","sort":100000,"system":{"MAP":{"value":""},"baseItem":"javelin","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>This thin spear is well balanced for throwing but is not designed for melee use.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"dart","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":1}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":4,"range":30,"reload":{"value":"-"},"rules":[],"size":"med","slug":"javelin","source":{"value":"Pathfinder Core 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power.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":4}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"lg","slug":"bastard-sword","source":{"value":"Pathfinder Core 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mobility.</p>"},"dex":{"value":2},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"2"},"group":"leather","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"hide-armor","source":{"value":"Pathfinder Core 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{"_id":"aEjJRh8Ru91DfVVN","img":"systems/pf2e/icons/iconics/AmiriFull.webp","items":[{"_id":"ERgsYE6JqjO71Dgd","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Tanning Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"F9tPJrdof54NlxKd","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"con","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"Bngl6q30kXWZ1FGa","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"diehard":{"id":"9G79A4F3aNyocva7","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/ancestry/versatile-heritage.webp","name":"Versatile Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).</p>"},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"versatileHeritage","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.I0BhPWqYf1bbzEYg"},{"flag":"diehard","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.versatileHeritage}"}],"slug":"versatile-heritage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"9G79A4F3aNyocva7","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.I0BhPWqYf1bbzEYg"},"pf2e":{"grantedBy":{"id":"Bngl6q30kXWZ1FGa","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Diehard","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.dying.max","value":5}],"slug":"diehard","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"blLMzuFK9rEh3qtN","flags":{"core":{"sourceId":"Compendium.pf2e.classes.YDRiP7uVvr9WRhOI"}},"img":"systems/pf2e/icons/classes/barbarian.webp","name":"Barbarian","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Your rages draw upon a vicious instinct, which you might associate with an animal, a spirit, or some part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the storm of emotions inside them and release their rage only when it matters most.</em></p>\n<p><strong>Key Ability: STRENGTH</strong></p>\n<p>At 1st level, your class gives you an ability boost to Strength.</p>\n<p><strong>Hit Points: 12 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Barbarian</h1>\n<h2>During Combat Encounters...</h2>\n<p>You summon your rage and rush to the front lines to smash your way through. Offense is your best defense-you'll need to drop foes before they can exploit your relatively low defenses.</p>\n<h2>During Social Encounters...</h2>\n<p>You use intimidation to get what you need, especially when gentler persuasion can't get the job done.</p>\n<h2>While Exploring...</h2>\n<p>You look out for danger, ready to rush headfirst into battle in an instant. You climb the challenging rock wall and drop a rope for others to follow, and you wade into the risky currents to reach the hidden switch beneath the water's surface. If something needs breaking, you're up to the task!</p>\n<h2>In Downtime...</h2>\n<p>You might head to a tavern to carouse, build up the fearsome legend of your mighty deeds, or recruit followers to become a warlord in your own right.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Have a deep-seated well of anger, hatred, or frustration.</li>\n<li>Prefer a straightforward approach to one requiring patience and tedium.</li>\n<li>Engage in a regimen of intense physical fitness-and punch anyone who says this conflicts with your distaste for patience and tedium.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Rely on your courage and your strength, and trust that you can hold your own in a fight.</li>\n<li>See you as uncivilized or a boorish lout unfit for high society.</li>\n<li>Believe that you are loyal to your friends and allies and will never relent until the fight is done.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Athletics</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in medium armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in barbarian class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Barbarian. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, rage, instinct, barbarian feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Deny advantage, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, brutality, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, juggernaut, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, lightning reflexes, raging resistance, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, mighty rage, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, greater juggernaut, medium armor expertise, skill increase, weapon fury</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, indomitable will, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, heightened senses, skill increase, quick rage</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Armor of fury, devastator, general feat, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, barbarian feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Barbarian Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain a barbarian class feat.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.</p>\n<h2>Instinct</h2>\n<p>Your rage wells up from a dominant instinct-one you learned from a tradition or that comes naturally to you. Your instinct gives you an ability, requires you to avoid certain behaviors, grants you increased damage and resistances at higher levels, and allows you to select feats tied to your instinct.</p>\n<p>Instincts can be found here: @UUID[Compendium.pf2e.classfeatures.0FtzFbUrN56KA67z], @UUID[Compendium.pf2e.classfeatures.VDot7CDcXElxmkkz], @UUID[Compendium.pf2e.classfeatures.k7M9jedvt31AJ5ZR], @UUID[Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv], @UUID[Compendium.pf2e.classfeatures.TQqv9Q5mB4PW6LH9], and @UUID[Compendium.pf2e.classfeatures.SCYSjUbMmw8JD9P9].</p>\n<h2>Rage</h2>\n<p>You gain the Rage action, which lets you fly into a frenzy.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.Ah5g9pDwWF9b9VW9] <span class=\"pf2-icon\">A</span></h3>\n<p><strong>Requirements</strong> You aren't fatigued or raging.</p>\n<hr />\n<p>You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:</p>\n<ul>\n<li>You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.</li>\n<li>You take a -1 penalty to AC.</li>\n<li>You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.</li>\n</ul>\n<p>After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Deny Advantage<span style=\"float:right\">Level 3</span></h2>\n<p>Your foes struggle to pass your defenses. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Brutality<span style=\"float:right\">Level 5</span></h2>\n<p>Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 7</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary. You gain your instinct's specialization ability.</p>\n<p>See specific instincts for more information.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 9</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Raging Resistance<span style=\"float:right\">Level 9</span></h2>\n<p>Repeated exposure and toughened skin allow you to fend off harm. While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct.</p>\n<p>See specific instincts for more information.</p>\n<h2>Mighty Rage<span style=\"float:right\">Level 11</span></h2>\n<p>Your rage intensifies and lets you burst into action. Your proficiency rank for your barbarian class DC increases to expert. You gain the Mighty Rage free action.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.74iat04PtfG8gn2Q] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Trigger</strong> You use the Rage action on your turn.</p>\n<hr />\n<p>Use an action that has the rage trait. Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.</p>\n<h2>Greater Juggernaut<span style=\"float:right\">Level 13</span></h2>\n<p>You have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.</p>\n<h2>Medium Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.</p>\n<h2>Weapon Fury<span style=\"float:right\">Level 13</span></h2>\n<p>Your rage makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>The weapons you've mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary. You gain a greater benefit from your instinct's specialization ability.</p>\n<p>See specific instincts for more information.</p>\n<h2>Indomitable Will<span style=\"float:right\">Level 15</span></h2>\n<p>Your rage makes it difficult to control you. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2>Heightened Senses<span style=\"float:right\">Level 17</span></h2>\n<p>Your instinct heightens each of your senses further. Your proficiency rank for Perception increases to master.</p>\n<h2>Quick Rage<span style=\"float:right\">Level 17</span></h2>\n<p>You recover from your Rage quickly, and are soon ready to begin anew. After you spend a full turn without raging, you can Rage again without needing to wait 1 minute.</p>\n<h2>Armor of Fury<span style=\"float:right\">Level 19</span></h2>\n<p>Your training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.</p>\n<h2>Devastator<span style=\"float:right\">Level 19</span></h2>\n<p>Your Strikes are so devastating that you hardly care about resistance, and your barbarian abilities are unparalleled. Your proficiency rank for your barbarian class DC increases to master. Your melee Strikes ignore 10 points of a creature's resistance to their physical damage.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":12,"items":{"23vme":{"img":"systems/pf2e/icons/features/classes/greater-juggernaut.webp","level":13,"name":"Greater Juggernaut","uuid":"Compendium.pf2e.classfeatures.TuL0UfqH14MtqYVh"},"3gwvw":{"img":"systems/pf2e/icons/features/classes/brutality.webp","level":5,"name":"Brutality","uuid":"Compendium.pf2e.classfeatures.EEUTd0jAyfwTLzjk"},"7jt77":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":13,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"8ibv2":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":9,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"blnv0":{"img":"systems/pf2e/icons/features/classes/heightened-senses.webp","level":17,"name":"Heightened Senses","uuid":"Compendium.pf2e.classfeatures.7MhzrbOyue5GQsck"},"e0sur":{"img":"systems/pf2e/icons/features/classes/indomitable-will.webp","level":15,"name":"Indomitable Will","uuid":"Compendium.pf2e.classfeatures.BZnqKnqKVImjSIFE"},"g3k30":{"img":"systems/pf2e/icons/features/classes/quick-rage.webp","level":17,"name":"Quick Rage","uuid":"Compendium.pf2e.classfeatures.qMtyQGUllPdgpzUo"},"gfxqm":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":7,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"ihbgk":{"img":"systems/pf2e/icons/features/classes/devastator.webp","level":19,"name":"Devastator","uuid":"Compendium.pf2e.classfeatures.VLiT503OLOM3vaDx"},"njgcl":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Barbarian)","uuid":"Compendium.pf2e.classfeatures.7JjhxMFo8DMwpGx0"},"o4ypa":{"img":"systems/pf2e/icons/features/classes/weapon-fury.webp","level":13,"name":"Weapon Fury","uuid":"Compendium.pf2e.classfeatures.ejP4jVQkS48uKRFz"},"p941e":{"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","level":3,"name":"Deny Advantage","uuid":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"},"qh9xw":{"img":"systems/pf2e/icons/features/classes/mighty-rage.webp","level":11,"name":"Mighty Rage","uuid":"Compendium.pf2e.classfeatures.88Q33X2a0iYPkbzd"},"s5lxl":{"img":"systems/pf2e/icons/features/classes/armor-of-fury.webp","level":19,"name":"Armor of Fury","uuid":"Compendium.pf2e.classfeatures.QTCIahokREpnAYDi"},"spb04":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"tp5pg":{"img":"systems/pf2e/icons/features/classes/raging-resistance.webp","level":9,"name":"Raging Resistance","uuid":"Compendium.pf2e.classfeatures.ie6xDX9GMEcA2Iuq"},"uhbeo":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Instinct","uuid":"Compendium.pf2e.classfeatures.dU7xRpg4kFd01hwZ"},"xvavy":{"img":"systems/pf2e/icons/features/classes/rage.webp","level":1,"name":"Rage","uuid":"Compendium.pf2e.classfeatures.WZUCvxqbigXos1L9"}},"keyAbility":{"value":["str"]},"perception":2,"rules":[],"savingThrows":{"fortitude":2,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"barbarian","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":3,"value":["ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"aSvfQALzhC3dkNWx","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.dU7xRpg4kFd01hwZ"},"pf2e":{"itemGrants":{"giantInstinct":{"id":"l56n69JuRvAAZii2","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Instinct","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You channel your rage through an instinct. You decide what your instinct means to you. It could be a creature or symbol beloved by your clan, or a purely internal source or filter of your rage, such as a belief, curse, heritage, or state of mind. Each instinct grants an instinct ability, plus more abilities you can gain via feats that list that instinct as a prerequisite. It also determines what damage you resist with raging resistance and, at higher levels, increases the additional damage you deal when you @UUID[Compendium.pf2e.classfeatures.WZUCvxqbigXos1L9].</p>\n<p>Each instinct lists acts that are anathema to it. Whenever you perform such acts, you lose the instinct's abilities and any feats that list your instinct as a prerequisite until you spend 1 day of downtime re-centering yourself, though you keep all of your other barbarian abilities.</p>"},"level":{"value":1},"location":"blLMzuFK9rEh3qtN","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 barbarian class feature","predicate":["item:level:1","item:trait:barbarian","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.0FtzFbUrN56KA67z"},{"value":"Compendium.pf2e.classfeatures.VDot7CDcXElxmkkz"},{"value":"Compendium.pf2e.classfeatures.k7M9jedvt31AJ5ZR"},{"value":"Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv"},{"value":"Compendium.pf2e.classfeatures.TQqv9Q5mB4PW6LH9"},{"value":"Compendium.pf2e.classfeatures.SCYSjUbMmw8JD9P9"}],"flag":"instinct","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Barbarian.Instinct.Prompt","selection":"Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv"},{"flag":"giantInstinct","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.instinct}"}],"slug":"instinct","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"CNKZWSr5jQoyWAAE","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.WZUCvxqbigXos1L9"}},"img":"systems/pf2e/icons/features/classes/rage.webp","name":"Rage","sort":100,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"classfeature","description":{"value":"<p><strong>Requirements</strong> You aren't fatigued or raging.</p>\n<p><strong>Grants</strong> @UUID[Compendium.pf2e.feat-effects.z3uyCMBddrPK5umr]</p>\n<hr />\n<p>You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:</p>\n<ul>\n<li>You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.</li>\n<li>You take a -1 penalty to AC.</li>\n<li>You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.</li>\n</ul>\n<p>After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.</p>"},"level":{"value":1},"location":"blLMzuFK9rEh3qtN","prerequisites":{"value":[]},"rules":[],"slug":"rage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","concentrate","emotion","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"IPeMRZSSYhHPAL7v","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"}},"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","name":"Deny Advantage","sort":600,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p><strong>Barbarian</strong> Your foes struggle to pass your defenses. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>\n<hr />\n<p><strong>Rogue</strong> As someone who takes advantage of others' defenses, you are careful not to leave such openings yourself. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>"},"level":{"value":3},"location":"blLMzuFK9rEh3qtN","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"system.attributes.flanking.flatFootable","value":"@actor.level"}],"slug":"deny-advantage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"l56n69JuRvAAZii2","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv"},"pf2e":{"grantedBy":{"id":"aSvfQALzhC3dkNWx","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/giant-instinct.webp","name":"Giant Instinct","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your rage gives you the raw power and size of a giant. This doesn't necessarily mean you revere giants-you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.</p>\n<h2 class=\"title\">Anathema</h2>\n<p>Failing to face a personal challenge of strength is anathema.</p>\n<h2 class=\"title\">Titan Mauler (Instinct Ability)</h2>\n<p>You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1} condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.</p>\n<h2 class=\"title\">Specialization Ability<span style=\"float:right\">Level 7</span></h2>\n<p>Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.</p>\n<h2 class=\"title\">Raging Resistance<span style=\"float:right\">Level 9</span></h2>\n<p>You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.</p>\n<hr />\n<p><em>Note: You need to manually apply Clumsy 1 when you enter rage. Remember to alter the size of your weapon to ensure your Instinct Ability works correctly.</em></p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage",{"not":"barbarian-dedication"}],"selector":"ac","value":-1},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized",{"nor":["ranged","agile","barbarian-dedication"]}],"selector":"strike-damage","slug":"oversized-rage","value":{"brackets":[{"end":6,"value":6},{"end":14,"start":7,"value":10},{"start":15,"value":18}]}},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized","agile",{"nor":["ranged","barbarian-dedication"]}],"selector":"strike-damage","slug":"oversized-rage-agile","value":{"brackets":[{"end":6,"value":3},{"end":14,"start":7,"value":5},{"start":15,"value":9}]}},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage",{"nor":["agile","item:oversized","ranged","barbarian-dedication"]}],"selector":"strike-damage","slug":"normal-rage","value":2},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","agile",{"nor":["item:oversized","ranged","barbarian-dedication"]}],"selector":"strike-damage","slug":"normal-rage-agile","value":1},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized","instinct-ability",{"nor":["ranged","agile"]}],"selector":"strike-damage","slug":"oversized-rage-dedication","value":6},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized","agile","instinct-ability",{"not":"ranged"}],"selector":"strike-damage","slug":"oversized-rage-dedication-agile","value":3},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","instinct-ability",{"nor":["agile","item:oversized","ranged"]}],"selector":"strike-damage","slug":"normal-rage-dedication","value":2},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","agile","instinct-ability",{"nor":["item:oversized","ranged"]}],"selector":"strike-damage","slug":"normal-rage-dedication-agile","value":1},{"adjustName":false,"choices":[{"label":"PF2E.TraitCold","value":"cold"},{"label":"PF2E.TraitElectricity","value":"electricity"},{"label":"PF2E.TraitFire","value":"fire"}],"flag":"energy","key":"ChoiceSet","predicate":["feature:giant-instinct","class:barbarian"],"prompt":"PF2E.SpecificRule.Barbarian.Giant.Prompt","selection":"fire"},{"key":"Resistance","predicate":["self:effect:rage","feature:raging-resistance"],"type":"{item|flags.pf2e.rulesSelections.energy}","value":"@actor.abilities.con.mod+3"},{"key":"Resistance","predicate":["self:effect:rage","feature:raging-resistance"],"type":"bludgeoning","value":"@actor.abilities.con.mod+3"}],"slug":"giant-instinct","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"qN7udXIxHenc848M","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.5Z3cLEpsx9nHVwhM"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Hunter","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","wis"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Survival skill and the Tanning Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX] skill feat.</p>"},"items":{"hy4x9":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Survey Wildlife","uuid":"Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX"}},"rules":[],"slug":"hunter","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Tanning Lore","trainedSkills":{"value":["sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"NL1dPvj5OR2TKsPN","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Survey Wildlife","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a -2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.</p>"},"level":{"value":1},"location":"qN7udXIxHenc848M","prerequisites":{"value":[{"value":"trained in Survival"}]},"rules":[],"slug":"survey-wildlife","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VBuX27j0xkVJghvs","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.JNt7GmLCCVz5BiEI"}},"img":"systems/pf2e/icons/equipment/weapons/javelin.webp","name":"Javelin","sort":100000,"system":{"MAP":{"value":""},"baseItem":"javelin","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>This thin spear is well balanced for throwing but is not designed for melee use.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"dart","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":1}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":4,"range":30,"reload":{"value":"-"},"rules":[],"size":"med","slug":"javelin","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["thrown"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"muUlDfb6m4BbqRuF","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.6KWYmeRMxsQfWhhJ"}},"img":"systems/pf2e/icons/equipment/weapons/bastard-sword.webp","name":"Bastard Sword","sort":200000,"system":{"MAP":{"value":""},"baseItem":"bastard-sword","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d8"},"description":{"value":"<p>This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra piercing or slashing power.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":4}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"lg","slug":"bastard-sword","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["two-hand-d12"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"8H7rrFEljBOLQRLr","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.AnwzlOs0njF9Jqnr"}},"img":"systems/pf2e/icons/equipment/armor/hide.webp","name":"Hide Armor","sort":300000,"system":{"armor":{"value":3},"baseItem":"hide-armor","category":"medium","check":{"value":-2},"containerId":null,"description":{"value":"<p>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.</p>"},"dex":{"value":2},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"2"},"group":"leather","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"hide-armor","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":-5},"stackGroup":null,"strength":{"value":14},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"3"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"LQMnchz7MeyIi9QV","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":400000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"quantity":1,"rules":[],"size":"med","slug":"healers-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"722Lf7scL96etSzJ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.gbwr57aT9ou8yKWT"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/wayfinder.webp","name":"Wayfinder","sort":500000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass.</p>\n<p>An indentation in the middle of the <em>wayfinder</em> can hold a single <em>aeon stone</em>. Placing an <em>aeon stone</em> in this indentation provides you all the benefits of having the <em>aeon stone</em> orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a <em>wayfinder</em> and the <em>aeon stone</em> within it simultaneously, and they count as only one item toward your investiture limit. An invested <em>aeon stone</em> slotted in a <em>wayfinder</em> also grants its resonant power.</p>\n<p>If you have more than one <em>wayfinder</em> with an invested <em>aeon stone</em> on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional <em>aeon stones</em> orbiting your head, just not in <em>wayfinders</em>.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> command</p>\n<hr />\n<p><strong>Effect</strong> The <em>wayfinder</em> is targeted by a 1st-level <em>@UUID[Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4]</em> spell.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":28}},"quantity":1,"rules":[{"domain":"skill-check","key":"RollOption","option":"compass-in-possession","requiresEquipped":false}],"size":"med","slug":"wayfinder","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"uncommon","value":["evocation","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"SeikiXeQfevfVV8P","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.tyt6rFtv32MZ4DT9"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/cheetahs-elixir.webp","name":"Cheetah's Elixir (Lesser)","sort":600000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a +5 foot status bonus to your Speed for 1 minute.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lNWACCNe9RYgaFxb]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"cheetahs-elixir-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"UsIgiWAQPN4OYjMF","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Minor)","sort":700000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"1d6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain [[/r 1d6[healing]]]{1d6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lPRuIRbu0rHBkoKY]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-minor","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"h0chTDGoEjvkXz2l","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.qeTWg0TWw9CwMKCO"}},"img":"systems/pf2e/icons/equipment/consumables/talismans/savior-spike.webp","name":"Savior Spike","sort":800000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"talisman"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>This pyramid-shaped spike is attached to an armor's chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase. 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To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"grappling-hook","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"OAnxun1PUhQS1YcR","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"ragingIntimidation":{"id":"eVFCeQff3fOgHuqS","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Ambition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. 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When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"trained in Intimidation"}]},"rules":[],"slug":"intimidating-glare","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"eVFCeQff3fOgHuqS","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.XseJI9XhKNtZN8pv"},"pf2e":{"grantedBy":{"id":"OAnxun1PUhQS1YcR","onDelete":"cascade"},"itemGrants":{"intimidatingGlare":{"id":"HlNNuyCpBSl1hnC6","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Raging Intimidation","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your fury fills your foes with fear. 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You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.rollOptions.all.sudden-charge","priority":10,"value":true}],"slug":"sudden-charge","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","fighter","flourish","open"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9wfxoR4iVzwUpAPF","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lT8XlX1Ig900BblS"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"No Escape","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> A foe within reach attempts to move away from you.</p>\n<hr />\n<p>You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"no-escape","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","rage"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"yjjkh2Ezn0WOXFDR","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Athletics)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.</p>"},"level":{"value":1},"location":"skill-2","maxTakable":null,"prerequisites":{"value":[{"value":"trained in at least one skill"}]},"rules":[{"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillAth","value":"athletics"},{"label":"PF2E.SkillCra","value":"crafting"},{"label":"PF2E.SkillDec","value":"deception"},{"label":"PF2E.SkillDip","value":"diplomacy"},{"label":"PF2E.SkillItm","value":"intimidation"},{"label":"PF2E.SkillMed","value":"medicine"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillPrf","value":"performance"},{"label":"PF2E.SkillRel","value":"religion"},{"label":"PF2E.SkillSoc","value":"society"},{"label":"PF2E.SkillSte","value":"stealth"},{"label":"PF2E.SkillSur","value":"survival"},{"label":"PF2E.SkillThi","value":"thievery"},{"label":"PF2E.SkillLore","value":"lore"}],"flag":"assurance","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"athletics"},{"key":"SubstituteRoll","label":"PF2E.SpecificRule.SubstituteRoll.Assurance","selector":"{item|flags.pf2e.rulesSelections.assurance}","slug":"assurance","value":10},{"key":"AdjustModifier","predicate":["substitute:assurance",{"not":"bonus:type:proficiency"}],"selector":"{item|flags.pf2e.rulesSelections.assurance}","suppress":true}],"slug":"assurance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"CDxsEI78uJa3WxGP","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.2kwXTUjYYhoAGySr"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Incredible Initiative","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"initiative","type":"circumstance","value":2}],"slug":"incredible-initiative","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"}],"name":"Amiri (Level 3)","prototypeToken":{"name":"Amiri","texture":{"src":"systems/pf2e/icons/iconics/Amiri.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":50},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["str","dex","con","cha"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"CN"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":"Kellish"},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":3},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":2},"med":{"rank":0},"nat":{"rank":1},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["hallit"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.aEjJRh8Ru91DfVVN"}}}
{"_id":"aK7f9lxFTNYTOXJb","img":"systems/pf2e/icons/iconics/QuinnFull.webp","items":[{"_id":"1iXW88VNUJeCM0Gc","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"h8w0ny7vgftb1lsh","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uhHg9BXBiHpL5ndS"},"pf2e":{"itemGrants":{"methodology":{"id":"iphs16zdva9vszm9"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Methodology","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies are as follows:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.ln2Y1a4SxlU9sizX]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.O3IX7rTxXWWvDVM3]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.UIHUNNYZyQ3p4Vmo]</li>\n</ul>"},"level":{"value":1},"location":"d5azbzr7gchwm56b","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 investigator class feature","predicate":["item:level:1","item:trait:investigator","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.ln2Y1a4SxlU9sizX"},{"value":"Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr"},{"value":"Compendium.pf2e.classfeatures.O3IX7rTxXWWvDVM3"},{"value":"Compendium.pf2e.classfeatures.UIHUNNYZyQ3p4Vmo"}],"flag":"methodology","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Investigator.Methodology.Prompt","selection":"Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.methodology}"}],"slug":"methodology","source":{"value":""},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"in1j7x5oy7kthidn","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.lgo65ldX7WkXC8Ir"},"pf2e":{"itemGrants":{"deviseAStratagem":{"id":"2ls9whvgpcatje07"}}}},"img":"systems/pf2e/icons/features/classes/devise-a-stratagem.webp","name":"Devise a Stratagem","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You can play out a battle in your head, using brains rather than brawn to execute an attack.</p>\n<p>You gain the @UUID[Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL] action.</p>"},"level":{"value":1},"location":"d5azbzr7gchwm56b","prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","option":"devise-a-stratagem","toggleable":true},{"ability":"int","key":"FlatModifier","predicate":["class:investigator","devise-a-stratagem",{"or":["item:trait:agile","item:trait:finesse",{"and":["item:ranged",{"not":"item:thrown-melee"}]},"item:base:sap"]}],"selector":"attack-roll","type":"ability"},{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL"}],"slug":"devise-a-stratagem","source":{"value":""},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9ziiyqe3jrpaguoq","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.6FasgIXUJ1X8ekRn"},"pf2e":{"itemGrants":{"onTheCase":{"id":"6mpews0v5elm5rxr"},"onTheCase2":{"id":"p2fgidjsifowspa0"}}}},"img":"systems/pf2e/icons/features/classes/on-the-case.webp","name":"On the Case","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: @UUID[Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX] and @UUID[Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj].</p>"},"level":{"value":1},"location":"d5azbzr7gchwm56b","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX"},{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj"}],"slug":"on-the-case","source":{"value":""},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"x2n4cdwsx6fix6nu","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.2Fe4YZCvAr9Yf6w7"}},"img":"systems/pf2e/icons/features/classes/strategic-strike.webp","name":"Strategic Strike","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to @UUID[Compendium.pf2e.classfeatures.lgo65ldX7WkXC8Ir]{Devising a Stratagem}, you deal an additional 1d6 precision damage.</p>\n<p>As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.</p>"},"level":{"value":1},"location":"d5azbzr7gchwm56b","prerequisites":{"value":[]},"rules":[{"category":"precision","dieSize":"d6","key":"DamageDice","predicate":["devise-a-stratagem"],"selector":"strike-damage","value":{"brackets":[{"end":4,"value":{"diceNumber":1}},{"end":8,"start":5,"value":{"diceNumber":2}},{"end":12,"start":9,"value":{"diceNumber":3}},{"end":16,"start":13,"value":{"diceNumber":4}},{"start":17,"value":{"diceNumber":5}}]}}],"slug":"strategic-strike","source":{"value":""},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"d5azbzr7gchwm56b","flags":{"core":{"sourceId":"Compendium.pf2e.classes.4wrSCyX6akmyo7Wj"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/investigator.webp","name":"Investigator","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>You seek to uncover the truth, doggedly pursuing leads to reveal the plots of devious villains, discover ancient secrets, or unravel other mysteries. Your analytical mind quickly formulates solutions to complicated problems and your honed senses identify even the most obscure clues. Wielding knowledge as a weapon, you study the creatures and dangers you encounter to exploit their weaknesses.</em></p>\n<p><strong>KEY ABILITY: INTELLIGENCE</strong></p>\n<p>At 1st level, your class gives you an ability boost to Intelligence.</p>\n<p><strong>HIT POINTS</strong> 8 plus your Constitution modifier</p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Investigator</h1>\n<h2>During Combat Encounters...</h2>\n<p>Your keen insights regarding your foes make you more dangerous than your physical strength would suggest. After spending a moment to study your enemies, your perceptiveness allows you to act quickly, striking them where it hurts most.</p>\n<p>You often assist tougher members of your party, wisely protecting yourself while providing vital aid.</p>\n<h2>During Social Encounters...</h2>\n<p>Few can stand up against your scrutiny. You might not be the most charming, but you see things for what they really are and develop an understanding of a social situation rapidly. Every conversation is an investigation, after all, and you never know what you might uncover!</p>\n<h2>While Exploring...</h2>\n<p>You look for clues in your environment. You often prove yourself to be a valuable ally by serving as a party scout, analyzing the intricacies of puzzles or mysterious phenomena, and pursuing leads that could reveal beneficial information.</p>\n<h2>In Downtime</h2>\n<p>You study up on subjects new and old, make new allies you can share information with, and pursue hobbies that keep your active mind satisfied. You might make a bit of coin on the side working as a private detective or consulting with the local constabulary.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Start asking questions-including several that are quite involved-immediately after you're presented with a conundrum.</li>\n<li>Strive to uncover the deeper meanings behind anything you encounter and to identify the social machinations that truly drive events behind the scenes.</li>\n<li>Get so involved in a case that you ignore other matters, deeming them trivial.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Find the cascades of information you spout forth extremely helpful, if difficult to fully comprehend.</li>\n<li>Get a bit annoyed that you're such a know-it-all.</li>\n<li>Rely on you to solve mysteries, puzzles, or other challenges requiring intellectual curiosity and reasoning.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Society</p>\n<p>Trained in one or more skills determined by your methodology</p>\n<p>Trained in a number of additional skills equal to 4 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple and martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in investigator class DC</p>\n<h1>Class Features</h1>\n<p>You gain these abilities as an investigator. Abilities gained at higher levels list the level at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, on the case, Devise a Strategen, methodology, investigator feat, strategic strike 1d6</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, keen recollection, skill increase, skill lesson</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, skill increase, skillful lesson, strategic strike 2d6, weapon expertise</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, skill increase, skillful lesson, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, great fortitude, investigator expertise, skill increase, skillful lesson, strategic strike 3d6</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Deductive improvisation, general feat. resolve, skill increase, skillful lesson</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, incredible senses, light armor expertise, skill increase, skillful lesson, strategic strike 4d6, weapon mastery</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, evastion, general feat, greater weapon specialization, skill increase, skillful lesson</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, greater resolve, skill increase, skillful lesson, strategic strike 5d6</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, light armor mastery, master detective, skill increase, skillful lesson</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, Investigator feat, skill feat, skill increase</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>On the Case</h2>\n<p>As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: @UUID[Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX] and @UUID[Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj].</p>\n<h2>Devise a Strategem</h2>\n<p>You can play out a battle in your head, using brains rather than brawn to execute an attack.</p>\n<p>@UUID[Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL]{Devise a Strategem}</p>\n<h2>Methodology</h2>\n<p>Your studies have made you savvy in many areas,; but one in particular drew your intense interest.</p>\n<p>Choose a methodology. The methodologies presented in this book are as follow:</p>\n<p>@UUID[Compendium.pf2e.classfeatures.ln2Y1a4SxlU9sizX]</p>\n<p>@UUID[Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr]{Empiricism Methology}</p>\n<p>@UUID[Compendium.pf2e.classfeatures.O3IX7rTxXWWvDVM3]</p>\n<p>@UUID[Compendium.pf2e.classfeatures.UIHUNNYZyQ3p4Vmo]</p>\n<h2>Investigator Feats</h2>\n<p>At 1st level and every even-numbered level, you gain an investigator class feat.</p>\n<h2>Strategic Strike</h2>\n<p>When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.</p>\n<p>As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 2</span></h2>\n<p>You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or to become an expert in one skill in which you're already trained.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Keen Recollection <span style=\"float: right;\">Level 3</span></h2>\n<p>You can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.</p>\n<h2>Skillful Lessons<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Weapon Expertise<span style=\"float: right;\">Level 5</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.</p>\n<h2>Vigilant Senses<span style=\"float: right;\">Level 7</span></h2>\n<p>Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank in Perception increases to master.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 7</span></h2>\n<p>You can inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.</p>\n<h2>Great Fortitude<span style=\"float: right;\">Level 9</span></h2>\n<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Investigator Expertise<span style=\"float: right;\">Level 9</span></h2>\n<p>You've refined your investigative techniques to an exceptional degree. Your circumstance bonus from Pursue a Lead increases to +2. Your proficiency rank for your investigator class DC increases to expert.</p>\n<h2>Deductive Improvisation<span style=\"float: right;\">Level 11</span></h2>\n<p>You use your skills at deduction to perform whatever task is necessary to solve the case. You can attempt any check that requires you to be trained in a skill, even if you're untrained in it; you can attempt any check that requires you to have expert proficiency in a skill so long as you're trained in it; and you can attempt any check that requires you to have master proficiency in a skill as long as you have expert proficiency in it.</p>\n<h2>Resolve<span style=\"float: right;\">Level 11</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2>Incredible Senses<span style=\"float: right;\">Level 13</span></h2>\n<p>You notice things that are almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2>Light Armor Expertise<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2>Weapon Mastery<span style=\"float: right;\">Level 13</span></h2>\n<p>You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.</p>\n<h2>Evasion<span style=\"float: right;\">Level 15</span></h2>\n<p>You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Greater Weapon Specialization<span style=\"float: right;\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Greater Resolve<span style=\"float: right;\">Level 17</span></h2>\n<p>Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.</p>\n<h2>Light Armor Mastery<span style=\"float: right;\">Level 19</span></h2>\n<p>Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.</p>\n<h2>Master Detective<span style=\"float: right;\">Level 19</span></h2>\n<p>As a master detective, you can solve any case and find all the clues available. If you're pursuing the subject of a lead and you enter a new location that includes another clue toward solving the mystery, the GM informs you of the existence of the clue and its type: an object, person, spell effect, or the like. When you find the clue, the GM informs you that you've done so. If there is more than one clue in the location, the GM chooses one to inform you about. When you find any of the clues in that location, the GM informs you that you've done so, even if it wasn't the clue they'd chosen or there are other clues you haven't found. Your proficiency rank for your investigator class DC increases to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0abc3":{"img":"systems/pf2e/icons/features/classes/deductive-improvisation.webp","level":11,"name":"Deductive Improvisation","uuid":"Compendium.pf2e.classfeatures.malYpr0CYL4fDGhr"},"3ss71":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":15,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"71q10":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":13,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"fofuw":{"img":"systems/pf2e/icons/features/classes/on-the-case.webp","level":1,"name":"On the Case","uuid":"Compendium.pf2e.classfeatures.6FasgIXUJ1X8ekRn"},"gvvwp":{"img":"systems/pf2e/icons/features/classes/weapon-mastery.webp","level":13,"name":"Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.i6563IU7x4L9oRgC"},"j15np":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":5,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"lqbki":{"img":"systems/pf2e/icons/features/classes/keen-recollection.webp","level":3,"name":"Keen Recollection","uuid":"Compendium.pf2e.classfeatures.DZWQspPi4IkfXV2E"},"ly271":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"mb94u":{"img":"systems/pf2e/icons/features/classes/light-armor-master.webp","level":19,"name":"Light Armor Mastery (Level 19)","uuid":"Compendium.pf2e.classfeatures.SHpjmM4A3Sw4GgDz"},"o89io":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Methodology","uuid":"Compendium.pf2e.classfeatures.uhHg9BXBiHpL5ndS"},"oktpj":{"img":"systems/pf2e/icons/features/classes/investigator-expertise.webp","level":9,"name":"Investigator Expertise","uuid":"Compendium.pf2e.classfeatures.PFvB79O2VFdiAeSj"},"qfhwe":{"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","level":9,"name":"Great Fortitude","uuid":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"},"qwerc":{"img":"systems/pf2e/icons/features/classes/master-detective.webp","level":19,"name":"Master Detective","uuid":"Compendium.pf2e.classfeatures.flEx8eY0NinF9XZU"},"rz4r2":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"sesh2":{"img":"systems/pf2e/icons/features/classes/greater-resolve.webp","level":17,"name":"Greater Resolve","uuid":"Compendium.pf2e.classfeatures.5LOARurr4qWkfS9K"},"skjy3":{"img":"systems/pf2e/icons/features/classes/devise-a-stratagem.webp","level":1,"name":"Devise a Stratagem","uuid":"Compendium.pf2e.classfeatures.lgo65ldX7WkXC8Ir"},"u3nsr":{"img":"systems/pf2e/icons/features/classes/strategic-strike.webp","level":1,"name":"Strategic Strike","uuid":"Compendium.pf2e.classfeatures.2Fe4YZCvAr9Yf6w7"},"vv9fi":{"img":"systems/pf2e/icons/features/classes/skillful-lessons.webp","level":3,"name":"Skillful Lessons","uuid":"Compendium.pf2e.classfeatures.dmK1wya8GBi9MmCB"},"vxchn":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Light Armor Expertise","uuid":"Compendium.pf2e.classfeatures.pZYkb12t5DSwtts7"},"xvwjc":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"y1tah":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":11,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"}},"keyAbility":{"selected":"int","value":["int"]},"perception":2,"rules":[],"savingThrows":{"fortitude":1,"reflex":2,"will":2},"skillFeatLevels":{"value":[2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]},"skillIncreaseLevels":{"value":[2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]},"slug":"investigator","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedSkills":{"additional":4,"value":["soc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"iphs16zdva9vszm9","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr"},"pf2e":{"grantedBy":{"id":"h8w0ny7vgftb1lsh"},"itemGrants":{"empiricismMethodology":{"id":"pv9378wqjm2vfg1b"},"empiricismMethodology2":{"id":"u6mcu3xvmzcu2t9s"}}}},"img":"systems/pf2e/icons/features/classes/empiricism-methodology.webp","name":"Empiricism Methodology","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Everything comes down to data. Calculating statistics, running numbers, and using inductive reasoning allows you to determine the most likely outcome of any scenario, and anything out of place draws your keen attention.</p>\n<p>You are trained in one Intelligence-based skill of your choice. You gain the @UUID[Compendium.pf2e.feats-srd.pIHjH1x0AVtiX5Tv] investigator feat, and you gain the @UUID[Compendium.pf2e.actionspf2e.jftNJjBNxp2cleoi] free action.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.pIHjH1x0AVtiX5Tv"},{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.jftNJjBNxp2cleoi"},{"adjustName":false,"choices":[{"label":"PF2E.SkillArc","value":"arc"},{"label":"PF2E.SkillCra","value":"cra"},{"label":"PF2E.SkillOcc","value":"occ"},{"label":"PF2E.SkillSoc","value":"soc"}],"flag":"skill","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"arc"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.{item|flags.pf2e.rulesSelections.skill}.rank","value":1}],"slug":"empiricism-methodology","source":{"value":""},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pv9378wqjm2vfg1b","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.pIHjH1x0AVtiX5Tv"},"pf2e":{"grantedBy":{"id":"iphs16zdva9vszm9"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"That's Odd","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious.</p>\n<p>For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.</p>\n<p>You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[],"slug":"thats-odd","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"u6mcu3xvmzcu2t9s","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.jftNJjBNxp2cleoi"},"pf2e":{"grantedBy":{"id":"iphs16zdva9vszm9"}}},"img":"systems/pf2e/icons/actions/FreeAction.webp","name":"Expeditious Inspection","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per 10 minutes</p>\n<hr />\n<p>You observe and assess your surroundings with great speed. You @UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo], @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ], or @UUID[Compendium.pf2e.actionspf2e.1xRFPTFtWtGJ9ELw].</p>"},"requirements":{"value":""},"rules":[],"slug":"expeditious-inspection","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"2ls9whvgpcatje07","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL"},"pf2e":{"grantedBy":{"id":"in1j7x5oy7kthidn"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Devise a Stratagem","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per round</p>\n<hr />\n<p>You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see, and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.</p>\n<p>When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait) or @UUID[Compendium.pf2e.equipment-srd.TLQErnOpM9Luy7rL].</p>\n<p>If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.</p>"},"requirements":{"value":""},"rules":[],"slug":"devise-a-stratagem","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["concentrate","fortune","investigator"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"6mpews0v5elm5rxr","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX"},"pf2e":{"grantedBy":{"id":"9ziiyqe3jrpaguoq"}}},"img":"systems/pf2e/icons/default-icons/mystery-man.svg","name":"Pursue a Lead","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per 10 minutes</p>\n<hr />\n<p>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.</p>\n<p>Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom or Charisma.</p>\n<p>You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.</p>"},"requirements":{"value":""},"rules":[{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.Investigator.PursueALead.Label","option":"pursue-a-lead","toggleable":true},{"key":"FlatModifier","predicate":["pursue-a-lead"],"selector":["perception","skill-check"],"type":"circumstance","value":{"brackets":[{"end":8,"value":1},{"start":9,"value":2}]}}],"slug":"pursue-a-lead","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["concentrate","exploration","investigator"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"p2fgidjsifowspa0","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj"},"pf2e":{"grantedBy":{"id":"9ziiyqe3jrpaguoq"}}},"img":"systems/pf2e/icons/actions/Reaction.webp","name":"Clue In","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per 10 minutes</p>\n<p><strong>Trigger</strong> Another creature attempts a check to investigate a lead you're pursuing</p>\n<hr />\n<p>You share information with the triggering creature.</p>\n<p>They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from @UUID[Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX]. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.vhSYlQiAQMLuXqoc]</p>"},"requirements":{"value":""},"rules":[],"slug":"clue-in","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["concentrate","investigator"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"rwfmt41wdb7wtltb","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.Phvnfdmz4bB7jrI3"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Barrister","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["cha","int"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>Piles of legal manuals, stern teachers, and experience in the courtroom have instructed you in legal matters. You're capable of mounting a prosecution or defense in court, and you tend to keep abreast of local laws, as you never can tell when you might need to know them on short notice.</p>\n<p>Choose two ability boosts. One must be to <strong>Intelligence</strong> or <strong>Charisma</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Diplomacy skill and the Legal Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.KpFetnUqTiweypZk] skill feat.</p>"},"items":{"d4ikn":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Group Impression","uuid":"Compendium.pf2e.feats-srd.KpFetnUqTiweypZk"}},"rules":[],"slug":"barrister","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Legal Lore","trainedSkills":{"value":["dip"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"3wkgxx2q5hdu6wvk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.KpFetnUqTiweypZk"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Group Impression","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary.</p>"},"level":{"value":1},"location":"rwfmt41wdb7wtltb","prerequisites":{"value":[{"value":"trained in Diplomacy"}]},"rules":[],"slug":"group-impression","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"falVVBjsHUxProcC","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Legal Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"sXOOlgoZJjx8rSVO","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lwLcUHQMOqfaNND4"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cooperative Nature","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"cooperative-nature","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"PHTi9vyeJECNOBPL","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.iWvpq3uDZcXvBJj8"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Known Weaknesses","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Whenever you @UUID[Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL]{Devise a Strategem}, you can also attempt a check to @UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo] as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem.</p>\n<p>If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.DvyyA11a63FBwV7x]</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"Known Weakness (critically succeeded on Recall Knowledge)","predicate":["devise-a-strategem","known-weakness"],"selector":"attack","type":"circumstance","value":1}],"slug":"known-weaknesses","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mm2nafqly7j9qr8i","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"0"},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"2"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"backpack","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"stowing":true,"traits":{"rarity":"common","value":[]},"usage":{"value":"wornbackpack"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"backpack"},{"_id":"rmc2mtkdzo0dlmjj","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":400000,"system":{"baseItem":null,"containerId":"mm2nafqly7j9qr8i","description":{"value":"<p>50 feet of rope.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":5}},"quantity":1,"rules":[],"size":"med","slug":"rope","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"v9jluy979ovndtbg","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":600000,"system":{"baseItem":null,"containerId":"mm2nafqly7j9qr8i","description":{"value":"<p>When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":1,"rules":[],"size":"med","slug":"waterskin","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"ecduhf134o0qbfyy","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":300000,"system":{"baseItem":null,"containerId":"mm2nafqly7j9qr8i","description":{"value":"<p>Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time‑consuming to be practical during an encounter. 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Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"fpDhZhVsdEh1ERW2","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"mm2nafqly7j9qr8i","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Quinn (Level 1)","prototypeToken":{"name":"Quinn","texture":{"src":"systems/pf2e/icons/iconics/Quinn.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":16},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["int","str","dex","wis"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"LG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":1},"dec":{"rank":1},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":1},"nat":{"rank":1},"occ":{"rank":1},"prf":{"rank":1},"rel":{"rank":1},"soc":{"rank":0},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["kelish","mwangi","osiriani","varisian","vudrani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.aK7f9lxFTNYTOXJb"}}}
{"_id":"c75yxmpqKG5B4iOz","img":"systems/pf2e/icons/iconics/HarskFull.webp","items":[{"_id":"i49QhtMMGL3swBxM","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Forest Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"zUUdSgtk0yTCQZev","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.BYj5ZvlXZdpaEgA6"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/dwarf.svg","name":"Dwarf","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["gnomish","goblin","jotun","orcish","terran","undercommon"]},"boosts":{"0":{"value":["con"]},"1":{"value":["wis"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Dwarves have a well-earned reputation as a stoic and stern people, ensconced within citadels and cities carved from solid rock. While some see them as dour and humorless crafters of stone and metal, dwarves and those who have spent time among them understand their unbridled zeal for their work, caring far more about quality than quantity. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring, their halls filled with the sounds of laughter and hammers hitting anvils.</em></p>\n<hr />\n<p>Dwarves are slow to trust those outside their kin, but this wariness is not without reason. Dwarves have a long history of forced exile from ancestral holds and struggles against the depredations of savage foes, especially giants, goblinoids, orcs, and the horrors that dwell deep below the surface. While trust from a dwarf is hard-won, once gained it is as strong as iron.</p>\n<p>If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom—or at least dogged conviction—you should play a dwarf.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to uphold your personal honor, no matter the situation.</li>\n<li>Appreciate quality craftsmanship in all forms and insist upon it for all your gear.</li>\n<li>Don't waver or back down once you've set your mind to something.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>See you as stubborn, though whether they see this as an asset or a detriment changes from one person to the next.</li>\n<li>Assume you are an expert in matters related to stonework, mining, precious metals, and gems.</li>\n<li>Recognize the deep connection you have with your family, heritage, and friends.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of masculinity and honor among the dwarves, and thus a clean-shaven male dwarf is considered weak, untrustworthy, or worse.</p>\n<p>Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming of age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.</p>\n<h2>Society</h2>\n<p>The ancient surface empire the dwarves once ruled fell long ago, overwhelmed by orc and goblinoid enemies. Today's dwarves retain many of the qualities that propelled their people to greatness in ancient times: fierceness, gumption, and stubbornness in endeavors ranging from battle and craftsmanship to forging ties with family and friends.</p>\n<p>While the distance between their mountain Sky Citadels can create vast cultural divides between various dwarf clans, most dwarven societies share a number of similarities. Nearly all dwarven peoples share a passion for stonework, metalwork, and gem-cutting. Most are highly skilled at architecture and mining, and many share a hatred of giants, orcs, and goblinoids.</p>\n<p>Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and bears the gemstone of their clan. A parent uses this dagger to cut the infant's umbilical cord, making it the first weapon to taste their blood.</p>\n<h2>Alignment and Religion</h2>\n<p>Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder— especially when strong ale is involved.</p>\n<p>The typical dwarf is lawful good or lawful neutral and prefers to worship deities of those alignments. Torag, god of dwarvenkind, is the dwarves' primary deity, though worship of Torag's family members is also common.</p>\n<h2>Adventurers</h2>\n<p>Dwarven adventurers tend to work as treasure hunters or sellswords. They often leave their citadels and subterranean cities in search of wealth to enrich their homeland or to reclaim long-lost dwarven treasures or lands taken by the enemies of their kin.</p>\n<p>Typical dwarven backgrounds include acolyte, artisan, merchant, miner, and warrior. Dwarves excel at many of the martial classes, such as barbarian, fighter, monk, and ranger, but they also make excellent clerics and druids.</p>\n<h2>Names</h2>\n<p>Dwarves honor their children with names taken from ancestors or dwarven heroes, and it's quite rare to invent a new name or to borrow a name from another culture for a child. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics. Dwarven names usually contain hard consonants and are rarely more or fewer than two syllables.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Agna, Bodill, Dolgrin, Edrukk, Grunyar, Ingra, Kazmuk, Kotri, Lupp, Morgrym, Rogar, Rusilka, Torra, Yangrit</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Dwarf Mechanics</h2>\n<p><strong>Hit Points</strong> 10</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 20 feet</p>\n<p><strong>Ability Boosts</strong> Constitution, Wisdom, Free</p>\n<p><strong>Ability Flaw</strong> Charisma</p>\n<p><strong>Languages</strong> Common, Dwarven</p>\n<p><strong>Additional languages</strong> equal to your Intelligence modifier (if it's positive). Choose from Gnomish, Goblin, Jotun, Orcish, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Darkvision</p>\n<p><strong>Clan Dagger</strong> You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.</p>"},"flaws":{"0":{"value":["cha"]}},"hp":10,"items":{"5vjeq":{"img":"systems/pf2e/icons/equipment/weapons/clan-dagger.webp","level":0,"name":"Clan Dagger","uuid":"Compendium.pf2e.ancestryfeatures.Eyuqu6eIaoGCjnMv"}},"languages":{"custom":"","value":["common","dwarven"]},"reach":5,"rules":[],"size":"med","slug":"dwarf","source":{"value":"Pathfinder Core Rulebook"},"speed":20,"traits":{"rarity":"common","value":["dwarf","humanoid"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"9EANUtNddchSKTW3","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.Eyuqu6eIaoGCjnMv"},"pf2e":{"itemGrants":{"clanDagger":{"id":"wzcRdem0Rch5KO2r","onDelete":"detach"}}}},"img":"systems/pf2e/icons/equipment/weapons/clan-dagger.webp","name":"Clan Dagger","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You get one @UUID[Compendium.pf2e.equipment-srd.kJJvKm80KwWXPukV]{clan dagger} of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.</p>"},"level":{"value":0},"location":"zUUdSgtk0yTCQZev","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level-0 dwarf weapon","predicate":["item:level:0","item:trait:dwarf","item:type:weapon"]},"choices":[{"img":"systems/pf2e/icons/equipment/weapons/clan-dagger.webp","label":"PF2E.Weapon.Base.clan-dagger","value":"clan-dagger"},{"img":"systems/pf2e/icons/equipment/weapons/clan-pistol.webp","label":"PF2E.SpecificRule.ClanWeapon.ClanPistol","value":"clan-pistol"}],"flag":"clanWeapon","key":"ChoiceSet","label":"PF2E.SpecificRule.ClanWeapon.Label","prompt":"PF2E.SpecificRule.ClanWeapon.Prompt","selection":"clan-dagger"},{"flag":"clanDagger","key":"GrantItem","predicate":["clan-dagger"],"uuid":"Compendium.pf2e.equipment-srd.kJJvKm80KwWXPukV"},{"flag":"clanPistol","key":"GrantItem","nestFeat":false,"predicate":["clan-pistol"],"uuid":"Compendium.pf2e.feats-srd.LvVg83ZDj8mabcWF"}],"slug":"clan-dagger","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["dwarf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wzcRdem0Rch5KO2r","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.kJJvKm80KwWXPukV"},"pf2e":{"grantedBy":{"id":"9EANUtNddchSKTW3","onDelete":"detach"}}},"img":"systems/pf2e/icons/equipment/weapons/clan-dagger.webp","name":"Clan Dagger","sort":100000,"system":{"MAP":{"value":""},"baseItem":"clan-dagger","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>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.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"knife","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"clan-dagger","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":null},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"uncommon","value":["agile","dwarf","parry","versatile-b"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"qfcIkuw7BXogxxFz","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.UV2sABrTC5teOXTE"}},"img":"systems/pf2e/icons/features/ancestry/strong-blooded-dwarf.webp","name":"Strong-Blooded Dwarf","sort":0,"system":{"ancestry":{"name":"Dwarf","slug":"dwarf","uuid":"Compendium.pf2e.ancestries.BYj5ZvlXZdpaEgA6"},"description":{"value":"<p>Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.</p>"},"rules":[{"key":"Note","predicate":["poison"],"selector":"saving-throw","text":"Your succesful saving throws against a poison reduce its stage by 2 (or 1 for a virulent poison). Each critical success reduces its stage by 3 (or 2 for a virulent poison).","title":"{item|name}"},{"key":"Resistance","type":"poison","value":"max(1,floor(@actor.level/2))"}],"slug":"strong-blooded-dwarf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"QLtAKwViXxP6HQB1","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.o7RbsQbv5iLRvd8j"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Scout","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","wis"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Survival skill and a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore). You gain the @UUID[Compendium.pf2e.feats-srd.8qebBeOJsyRIchcu] skill feat.</p>"},"items":{"hkkx3":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Forager","uuid":"Compendium.pf2e.feats-srd.8qebBeOJsyRIchcu"}},"rules":[],"slug":"scout","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"<Terrain> Lore","trainedSkills":{"value":["sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"guUY5uMhymB0wVwD","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.8qebBeOJsyRIchcu"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Forager","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>While using Survival to Subsist, if you roll any result worse than a success, you get a success.</p>\n<p>On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.</p>\n<p>Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you're an expert, 16 if you're a master, or 32 if you're legendary).</p>\n<p>You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.</p>\n<p>Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.</p>"},"level":{"value":1},"location":"QLtAKwViXxP6HQB1","prerequisites":{"value":[{"value":"trained in Survival"}]},"rules":[{"key":"Note","predicate":["action:subsist"],"selector":"survival","text":"While using Survival to Subsist, if you roll any result worse than a success, you get a success. You can also provide subsistence living for multiple creatures.","title":"{item|name}"}],"slug":"forager","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"lNtI7ftGZEhKJAhL","flags":{"core":{"sourceId":"Compendium.pf2e.classes.Yix76sfxrIlltSTJ"}},"img":"systems/pf2e/icons/classes/ranger.webp","name":"Ranger","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>Some rangers believe civilization wears down the soul, but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Ranger</h1>\n<h2>During Combat Encounters...</h2>\n<p>You can single out particular foes to hunt, making you better at defeating them. You target and brutalize your chosen foe with either a bow or melee weapons, while supporting your allies with your skills.</p>\n<h2>During Social Encounters...</h2>\n<p>When you speak, it's with the voice of practical experience, especially involving wilderness exploration.</p>\n<h2>While Exploring...</h2>\n<p>You guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it's not overt.</p>\n<h2>In Downtime...</h2>\n<p>You craft weapons and train animals in preparation for your next venture. If you prefer to get outside, you might go on hunts or scout nearby areas to better understand your environment.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Respect the raw power of nature and understand how to make the best of its bounty.</li>\n<li>Enjoy the thrill of the hunt.</li>\n<li>Scout out ahead of the party, reconnoitering dangers before combat begins.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Call upon you to protect them from the wilds or the encroachment of civilization.</li>\n<li>Expect you to be a quiet or taciturn loner.</li>\n<li>Think there is something dangerous and wild about you.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Trained in Will</p>\n<h2>Skills</h2>\n<p>Trained in Nature</p>\n<p>Trained in Survival</p>\n<p>Trained in a number of additional skills equal to 4 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in medium armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in ranger class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Ranger. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, hunt prey, hunter's edge, ranger feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, iron will, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, ranger weapon expertise, skill increase, trackless step</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Evasion, general feat, skill increase, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, nature's edge, ranger expertise, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, juggernaut, medium armor expertise, skill increase, wild stride</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, skill increase, weapon mastery</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, improved evasion, incredible senses, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, masterful hunter, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, second skin, skill increase, swift prey</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, ranger feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Hunt Prey</h2>\n<p>When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm] <span class=\"pf2-icon\">A</span></h3>\n<hr />\n<p>You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.</p>\n<p>You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.</p>\n<p>You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.</p>\n<h2>Hunter's Edge</h2>\n<p>You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter's edge.</p>\n<p>Hunter's edges can be found here (@UUID[Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r], @UUID[Compendium.pf2e.classfeatures.NBHyoTrI8q62uDsU] and @UUID[Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt]).</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Ranger Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a ranger class feat.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Iron Will<span style=\"float:right\">Level 3</span></h2>\n<p>Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill, or become an expert in one skill in which you're already trained.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Ranger Weapon Expertise<span style=\"float:right\">Level 5</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects of all such weapons and unarmed attacks when attacking your hunted prey.</p>\n<h2>Trackless Step<span style=\"float:right\">Level 5</span></h2>\n<p>When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.</p>\n<h2>Evasion<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned to move quickly to avoid explosions, dragons' breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Vigilant Senses<span style=\"float:right\">Level 7</span></h2>\n<p>Through your adventuring, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Nature's Edge<span style=\"float:right\">Level 9</span></h2>\n<p>You always find the weak points in your foes' defenses when they're on unfavorable terrain. Enemies are flat-footed to you if they're in natural difficult terrain or in difficult terrain resulting from a snare.</p>\n<h2>Ranger Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>You've practiced your techniques to make them harder to resist. Your proficiency rank for your ranger class DC increases to expert.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 11</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Medium Armor Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.</p>\n<h2>Wild Stride<span style=\"float:right\">Level 11</span></h2>\n<p>You move quickly through obstacles, whether they're tumbled stone, tangled undergrowth, or sucking mud. You can ignore the effects of non-magical difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain.</p>\n<h2>Weapon Mastery<span style=\"float:right\">Level 13</span></h2>\n<p>You fully understand the intricacies of your weapons. Your proficiency ranks for simple, martial weapons, and unarmed attacks increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Improved Evasion<span style=\"float:right\">Level 15</span></h2>\n<p>Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.</p>\n<h2>Incredible Senses<span style=\"float:right\">Level 15</span></h2>\n<p>You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2>Masterful Hunter<span style=\"float:right\">Level 17</span></h2>\n<p>You have honed your abilities as a hunter to incredible levels. Your proficiency rank for your ranger class DC increases to master. When using a ranged weapon that you have master proficiency in, you can ignore the penalty if attacking your hunted prey within the weapon's second and third range increments.</p>\n<p>If you have master proficiency in Perception, you gain a +4 circumstance bonus to Perception checks when you Seek your prey, and if you have master proficiency in Survival, you gain a +4 circumstance bonus to Survival checks when you Track your prey. You also gain an additional benefit depending on your hunter's edge.</p>\n<p>See specific hunter's edges for more information.</p>\n<h2>Second Skin<span style=\"float:right\">Level 19</span></h2>\n<p>Your armor has become akin to a second skin for you. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master. When wearing light or medium armor, you can rest normally, rather than receiving poor rest that leaves you fatigued.</p>\n<h2>Swift Prey<span style=\"float:right\">Level 19</span></h2>\n<p>You size up your prey with only a glance. You can use Hunt Prey as a free action if it's your first action of your turn.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"07lzm":{"img":"systems/pf2e/icons/features/classes/masterful-hunter.webp","level":17,"name":"Masterful Hunter","uuid":"Compendium.pf2e.classfeatures.RVZC4wVy5B5W2OeS"},"3k9vv":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"7gij8":{"img":"systems/pf2e/icons/features/classes/natures-end.webp","level":9,"name":"Nature's Edge","uuid":"Compendium.pf2e.classfeatures.j2R64kwUgEJ1TudD"},"86ooy":{"img":"systems/pf2e/icons/features/classes/trackless-step.webp","level":5,"name":"Trackless Step","uuid":"Compendium.pf2e.classfeatures.PeZi7E9lI4vz8EGY"},"8er6c":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":15,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"9412w":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":11,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"bhe5z":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Hunter's Edge","uuid":"Compendium.pf2e.classfeatures.mzkkj9LEWjJPBhaq"},"bucqx":{"img":"systems/pf2e/icons/features/classes/improved-evasion.webp","level":15,"name":"Improved Evasion","uuid":"Compendium.pf2e.classfeatures.L5D0NwFXdLiVSnk5"},"bv3vc":{"img":"systems/pf2e/icons/features/classes/swift-prey.webp","level":19,"name":"Swift Prey","uuid":"Compendium.pf2e.classfeatures.bBGb1LcffXEqar0p"},"djh8f":{"img":"systems/pf2e/icons/features/classes/second-skin.webp","level":19,"name":"Second Skin","uuid":"Compendium.pf2e.classfeatures.phwQ2MrDZ13D2HxC"},"e3ees":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":11,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"eekwl":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":7,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"eha1f":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"iyqmb":{"img":"systems/pf2e/icons/features/classes/wild-stride.webp","level":11,"name":"Wild Stride","uuid":"Compendium.pf2e.classfeatures.RlwE99yKnhq8FUuy"},"jhhhl":{"img":"systems/pf2e/icons/features/classes/ranger-weapon-expertise.webp","level":5,"name":"Ranger Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.QhoW8ivPvYmWzyEZ"},"lzbwg":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"nvyh4":{"img":"systems/pf2e/icons/features/classes/weapon-mastery.webp","level":13,"name":"Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.i6563IU7x4L9oRgC"},"q4kx8":{"img":"systems/pf2e/icons/features/classes/iron-will.webp","level":3,"name":"Iron Will","uuid":"Compendium.pf2e.classfeatures.wMyDcVNmA7xGK83S"},"s7kqn":{"img":"systems/pf2e/icons/features/classes/hunt-prey.webp","level":1,"name":"Hunt Prey","uuid":"Compendium.pf2e.classfeatures.0nIOGpHQNHsKSFKT"},"upgl9":{"img":"systems/pf2e/icons/features/classes/ranger-expertise.webp","level":9,"name":"Ranger Expertise","uuid":"Compendium.pf2e.classfeatures.5likl5SAxQPrQ3KF"}},"keyAbility":{"selected":"dex","value":["dex","str"]},"perception":2,"rules":[],"savingThrows":{"fortitude":2,"reflex":2,"will":1},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"ranger","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":4,"value":["nat","sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"cKW8drvDdlx344im","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.mzkkj9LEWjJPBhaq"},"pf2e":{"itemGrants":{"flurry":{"id":"Zel09RAqUW5GXBmv","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Hunter's Edge","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have trained for countless hours to become a skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose one of the following hunter's edges:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.NBHyoTrI8q62uDsU]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt]</li>\n</ul>"},"level":{"value":1},"location":"lNtI7ftGZEhKJAhL","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Ranger class feature","predicate":["item:level:1","item:trait:ranger","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r"},{"value":"Compendium.pf2e.classfeatures.NBHyoTrI8q62uDsU"},{"value":"Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt"}],"flag":"huntersEdge","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Ranger.HuntersEdge.Prompt","selection":"Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r"},{"flag":"flurry","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.huntersEdge}"}],"slug":"hunters-edge","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"fC2jx0SM4zQ6D2Ml","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.0nIOGpHQNHsKSFKT"},"pf2e":{"itemGrants":{"huntPrey":{"id":"xsi8ji4fDwdiivOQ","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/hunt-prey.webp","name":"Hunt Prey","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the @UUID[Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm] action.</p>"},"level":{"value":1},"location":"lNtI7ftGZEhKJAhL","prerequisites":{"value":[]},"rules":[{"allowDuplicate":false,"flag":"huntPrey","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm"},{"count":true,"domain":"all","key":"RollOption","option":"grants-hunt-prey","priority":99}],"slug":"hunt-prey","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FF8dgo9uDIU2k3iZ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wMyDcVNmA7xGK83S"}},"img":"systems/pf2e/icons/features/classes/iron-will.webp","name":"Iron Will","sort":600,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p><strong>Alchemist</strong> Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.</p>\n<p><strong>Ranger</strong> Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.</p>"},"level":{"value":3},"location":"lNtI7ftGZEhKJAhL","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.will.rank","value":2}],"slug":"iron-will","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"P1CNoCQ3FEk5uiVO","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.QhoW8ivPvYmWzyEZ"}},"img":"systems/pf2e/icons/features/classes/ranger-weapon-expertise.webp","name":"Ranger Weapon Expertise","sort":1500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increases to expert.</p>\n<p>You gain access to the critical specialization effects of all simple and martial weapons and unarmed attacks when attacking your hunted prey.</p>"},"level":{"value":5},"location":"lNtI7ftGZEhKJAhL","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.simple.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.martial.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.unarmed.rank","value":2},{"key":"CriticalSpecialization","predicate":["hunted-prey",{"or":["item:category:simple","item:category:martial"]}]}],"slug":"ranger-weapon-expertise","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"glObJWvVAlBaL2bi","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.PeZi7E9lI4vz8EGY"}},"img":"systems/pf2e/icons/features/classes/trackless-step.webp","name":"Trackless Step","sort":2000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>When you move through natural terrains, you are difficult to track. You always gain the benefits of the @UUID[Compendium.pf2e.actionspf2e.SB7cMECVtE06kByk] action in such terrains, without moving at half your Speed.</p>"},"level":{"value":5},"location":"lNtI7ftGZEhKJAhL","prerequisites":{"value":[]},"rules":[],"slug":"trackless-step","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Zel09RAqUW5GXBmv","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r"},"pf2e":{"grantedBy":{"id":"cKW8drvDdlx344im","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/flurry.webp","name":"Flurry","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have trained to unleash a devastating flurry of attacks upon your prey.</p>\n<p>Your multiple attack penalty for attacks against your hunted prey is -3 (-2 with an agile weapon) on your second attack of the turn instead of -5, and -6 (-4 with an agile weapon) on your third or subsequent attack of the turn, instead of -10.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"MultipleAttackPenalty","predicate":["agile","hunted-prey"],"selector":"attack","value":-2},{"key":"MultipleAttackPenalty","predicate":["hunted-prey",{"not":"agile"}],"selector":"attack","value":-3}],"slug":"flurry","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xsi8ji4fDwdiivOQ","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm"},"pf2e":{"grantedBy":{"id":"fC2jx0SM4zQ6D2Ml","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Hunt Prey","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p>You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.</p>\n<p>You gain a +2 circumstance bonus to Perception checks when you @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] your prey and a +2 circumstance bonus to Survival checks when you @UUID[Compendium.pf2e.actionspf2e.EA5vuSgJfiHH7plD] your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.</p>\n<p>You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.</p>"},"requirements":{"value":""},"rules":[{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.HuntPrey.TargetHuntedPrey","option":"hunted-prey","toggleable":true},{"key":"FlatModifier","label":"PF2E.SpecificRule.HuntPrey.SeekHuntedPrey","predicate":["action:seek","hunted-prey"],"selector":"perception","type":"circumstance","value":2},{"key":"FlatModifier","label":"PF2E.SpecificRule.HuntPrey.TrackHuntedPrey","predicate":["action:track","hunted-prey"],"selector":"survival","type":"circumstance","value":2},{"domain":"ranged-attack-roll","key":"RollOption","option":"ignore-range-penalty:2","predicate":["hunted-prey"]}],"slug":"hunt-prey","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["concentrate","ranger"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"NRzmPHEmTnAhp3kv","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.CXS0ryG2SODSobm9"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Dwarven Weapon Familiarity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the @UUID[Compendium.pf2e.equipment-srd.War0uyLBx1jA0Ge7], @UUID[Compendium.pf2e.equipment-srd.6I4YJAQUbTAqbpsI], and @UUID[Compendium.pf2e.equipment-srd.rXt4629QSg7KDTgJ].</p>\n<p>You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-battle-axe.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-pick.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-warhammer.rank","value":1},{"definition":["item:trait:dwarf","item:category:advanced"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.AdvancedDwarfWeapons","sameAs":"martial","slug":"advanced-dwarf-weapons"},{"definition":["item:trait:dwarf","item:category:martial"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialDwarfWeapons","sameAs":"simple","slug":"martial-dwarf-weapons"}],"slug":"dwarven-weapon-familiarity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["dwarf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"osqAPxdgkMoiEK6N","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.HOUHs5rahwIsQoBf"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Stonecunning","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone. If you aren't using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn't gain the circumstance bonus, and it takes a -2 circumstance penalty.</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"To Notice Unusual Stonework","predicate":["action:seek","terrain:unusual-stonework"],"selector":"perception","type":"circumstance","value":2},{"key":"FlatModifier","label":"GM: To Notice Unusual Stonework","predicate":["terrain:unusual-stonework","secret",{"not":"action:seek"}],"selector":"perception","type":"circumstance","value":-2}],"slug":"stonecunning","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["dwarf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8bgI5YiW3TAfQv2o","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.CpjN7v1QN8TQFcvI"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Crossbow Ace","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You have a deep understanding of the crossbow. When you're wielding a crossbow and use Hunt Prey or use Interact to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next Strike with that crossbow.</p>\n<p>If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step.</p>\n<p>You must make the attack before the end of your next turn or these benefits are lost.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"domain":"damage-roll","key":"RollOption","label":"Reloaded crossbow or Hunted Prey","option":"crossbow-ace","toggleable":true},{"key":"FlatModifier","predicate":["crossbow-ace","item:tag:crossbow"],"selector":"strike-damage","type":"circumstance","value":2},{"key":"DamageDice","override":{"upgrade":true},"predicate":["crossbow-ace","item:tag:crossbow","item:category:simple"],"selector":"strike-damage","slug":"crossbow-ace-dice-upgrade"}],"slug":"crossbow-ace","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"CLWpc5WfWAJLjvFk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.qFt6zyWVX1njJf1l"}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Quick Draw","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"quick-draw","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["gunslinger","ranger","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"JuXwTzkTFwqvukQu","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.oGu9AtUAx0SpRXy8"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Favored Enemy (Beasts)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy.</p>\n<p>When you roll initiative and can see an enemy that belongs to the chosen category, you can @UUID[Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm] as a free action, designating that enemy. You can use this free action even if you haven't identified the creature yet with Recall Knowledge. The benefit doesn't apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"favored-enemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"uvwuoiMF9SNhyjtf","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Athletics)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.</p>"},"level":{"value":1},"location":"skill-2","maxTakable":null,"prerequisites":{"value":[{"value":"trained in at least one skill"}]},"rules":[{"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillAth","value":"athletics"},{"label":"PF2E.SkillCra","value":"crafting"},{"label":"PF2E.SkillDec","value":"deception"},{"label":"PF2E.SkillDip","value":"diplomacy"},{"label":"PF2E.SkillItm","value":"intimidation"},{"label":"PF2E.SkillMed","value":"medicine"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillPrf","value":"performance"},{"label":"PF2E.SkillRel","value":"religion"},{"label":"PF2E.SkillSoc","value":"society"},{"label":"PF2E.SkillSte","value":"stealth"},{"label":"PF2E.SkillSur","value":"survival"},{"label":"PF2E.SkillThi","value":"thievery"},{"label":"PF2E.SkillLore","value":"lore"}],"flag":"assurance","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"athletics"},{"key":"SubstituteRoll","label":"PF2E.SpecificRule.SubstituteRoll.Assurance","selector":"{item|flags.pf2e.rulesSelections.assurance}","slug":"assurance","value":10},{"key":"AdjustModifier","predicate":["substitute:assurance",{"not":"bonus:type:proficiency"}],"selector":"{item|flags.pf2e.rulesSelections.assurance}","suppress":true}],"slug":"assurance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"6YFud5hdDAAUPOGr","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.4tTkRyOQ0VuRBac3"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Terrain Expertise (Forest)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat more than once, choosing a different type of terrain each time.</p>"},"level":{"value":1},"location":"skill-4","maxTakable":null,"prerequisites":{"value":[{"value":"trained in Survival"}]},"rules":[{"choices":[{"label":"PF2E.Terrain.Aquatic","value":"aquatic"},{"label":"PF2E.Terrain.Arctic","value":"arctic"},{"label":"PF2E.Terrain.Desert","value":"desert"},{"label":"PF2E.Terrain.Forest","value":"forest"},{"label":"PF2E.Terrain.Mountain","value":"mountain"},{"label":"PF2E.Terrain.Plains","value":"plain"},{"label":"PF2E.Terrain.Sky","value":"sky"},{"label":"PF2E.Terrain.Swamp","value":"swamp"},{"label":"PF2E.Terrain.Underground","value":"underground"}],"flag":"terrain","key":"ChoiceSet","prompt":"PF2E.SpecificRule.TerrainExpertise.Prompt","selection":"forest"},{"key":"FlatModifier","predicate":["terrain:{item|flags.pf2e.rulesSelections.terrain}"],"selector":"survival","type":"circumstance","value":1}],"slug":"terrain-expertise","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ij2piFDlzsOV4Bih","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.I0BhPWqYf1bbzEYg"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Diehard","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.dying.max","value":5}],"slug":"diehard","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xm99yUPp7KpSv5pN","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.MYnh7w7EL3AcQT41"}},"img":"systems/pf2e/icons/equipment/weapons/dwarven-war-axe.webp","name":"Dwarven War Axe","sort":200000,"system":{"MAP":{"value":""},"baseItem":"dwarven-war-axe","bonus":{"value":0},"bonusDamage":{"value":0},"category":"advanced","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d8"},"description":{"value":"<p>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.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"axe","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":3}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"dwarven-war-axe","source":{"value":"Pathfinder Core 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protection.</p>"},"dex":{"value":3},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"1"},"group":"leather","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"studded-leather-armor","source":{"value":"Pathfinder Core 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When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are <em>weapon potency</em> and <em>striking</em>, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.</p>\n<p>The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. 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{"_id":"cAeHX8Fn8UFdYMz9","img":"systems/pf2e/icons/iconics/LemFull.webp","items":[{"_id":"QGvdSRUDGAsic8O4","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.Eq42wZ5OTweJLnLU"}},"img":"systems/pf2e/icons/features/ancestry/gutsy-halfling.webp","name":"Gutsy Halfling","sort":0,"system":{"ancestry":{"name":"Halfling","slug":"halfling","uuid":"Compendium.pf2e.ancestries.GgZAHbrjnzWOZy2v"},"description":{"value":"<p>Your family line is known for keeping a level head and staving off fear when the chips were down, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.</p>"},"rules":[{"adjustment":{"success":"one-degree-better"},"key":"AdjustDegreeOfSuccess","predicate":["emotion"],"selector":"saving-throw","type":"skill"}],"slug":"gutsy-halfling","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"oupbivnzxsssvj6u","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.AIOBWGOS4nkfH3kW"},"pf2e":{"itemGrants":{"muses":{"id":"g8mzi29u9d9ftowk"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Muses","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As a bard, you select one muse at 1st level. This muse leads you to great things, and might be a physical creature, a deity, a philosophy, or a captivating mystery.</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.4ripp6EfdVpS0d60]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.YMBsi4bndRAk5CX4]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.y0jGimYdMGDJWrEq]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.N03BtRvjX9TeHRa4]</li>\n</ul>"},"level":{"value":1},"location":"f2w61576g3wr14ob","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Bard class feature","predicate":["item:level:1","item:trait:bard","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.4ripp6EfdVpS0d60"},{"value":"Compendium.pf2e.classfeatures.YMBsi4bndRAk5CX4"},{"value":"Compendium.pf2e.classfeatures.y0jGimYdMGDJWrEq"},{"value":"Compendium.pf2e.classfeatures.N03BtRvjX9TeHRa4"}],"flag":"muses","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Bard.Muse.Prompt","selection":"Compendium.pf2e.classfeatures.YMBsi4bndRAk5CX4"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.muses}"}],"slug":"muses","source":{"value":""},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"j9zd4ga8lwepv08w","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.s0VbbQJNlSgPocui"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/musical-instrument-handheld.webp","name":"Composition Spells","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<h2>Composition Spells</h2>\n<p>You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse.</p>\n<p>Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>You learn the <em>@UUID[Compendium.pf2e.spells-srd.WILXkjU5Yq3yw10r]</em> composition spell, protecting against auditory and visual effects.</p>\n<h3>Composition Cantrips</h3>\n<p>Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose from the occult list. Generally, only feats can give you more composition cantrips. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining. You learn the <em>@UUID[Compendium.pf2e.spells-srd.IAjvwqgiDr3qGYxY]</em> composition cantrip, which boosts your allies' attacks, damage, and defense against fear.</p>"},"level":{"value":1},"location":"f2w61576g3wr14ob","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":10,"value":1}],"slug":"composition-spells","source":{"value":""},"traits":{"rarity":"common","selected":{},"value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"itt5kh8k538obkmb","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.fEOj0eOBe34qYdAa"}},"img":"systems/pf2e/icons/features/classes/occult-spellcasting.webp","name":"Occult Spellcasting","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You draw upon magic from esoteric knowledge. You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a bard, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a material component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.</p>\n<p>Each day, you can cast up to two 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.</p>\n<p>As you increase in level as a bard, your number of spells per day increases, as does the highest level of spells you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>"},"level":{"value":1},"location":"f2w61576g3wr14ob","prerequisites":{"value":[]},"rules":[],"slug":"occult-spellcasting","source":{"value":""},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7l5p09e2xhm6rpfs","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.6FsusoMYxxjyIkVh"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","name":"Spell Repertoire (Bard)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the occult spell list, or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<h3 class=\"title\"><strong>Swapping Spells in your Repertoire</strong></h3>\n<p>As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.</p>"},"level":{"value":1},"location":"f2w61576g3wr14ob","prerequisites":{"value":[]},"rules":[],"slug":"spell-repertoire-bard","source":{"value":""},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"f2w61576g3wr14ob","flags":{"core":{"sourceId":"Compendium.pf2e.classes.3gweRQ5gn7szIWAv"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/bard.webp","name":"Bard","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"longsword, rapier, sap, shortbow, shortsword, and whip","rank":1},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>You are a master of artistry, a scholar of hidden secrets, and a captivating persuader. Using powerful performances, you influence minds and elevate souls to new levels of heroics. You might use your powers to become a charismatic leader, or perhaps you might instead be a counselor, manipulator, scholar, scoundrel, or virtuoso. While your versatility leads some to consider you a beguiling ne'erdo- well and a jack-of-all-trades, it's dangerous to dismiss you as a master of none.</em></p>\n<p><strong>Key Ability: CHARISMA</strong></p>\n<p>At 1st level, your class gives you an ability boost to Charisma.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Bard</h1>\n<h2>During Combat Encounters...</h2>\n<p>You use magical performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful spells as needed.</p>\n<h2>During Social Encounters...</h2>\n<p>You persuade, prevaricate, and threaten with ease.</p>\n<h2>While Exploring...</h2>\n<p>You're a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group's adventure. Your spells and performances inspire your allies to greater discovery and success.</p>\n<h2>In Downtime...</h2>\n<p>You can earn money and prestige with your performances, gaining a name for yourself and acquiring patrons. Eventually, tales of your talents and triumphs might attract other bards to study your techniques in a bardic college.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Have a passion for your art so strong that you forge a spiritual connection with it.</li>\n<li>Take point when tact and nonviolent solutions are required.</li>\n<li>Follow your muse, whether it's a mysterious fey creature, a philosophical concept, a psychic force, or a deity of art or music, and with its aid learn secret lore that few others have.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Relish the opportunity to invite you to social events, either as a performer or a guest, but consider you to be something of a curiosity in their social circles.</li>\n<li>Underestimate you compared to other spellcasters, believing you are little more than a foppish minstrel and overlooking the subtle power of your magic.</li>\n<li>Respond favorably to your social charm and abilities, but remain suspicious of your beguiling magic.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Occultism</p>\n<p>Trained in Performance</p>\n<p>Trained in a number of additional skills equal to 4 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in the longsword, rapier, sap, shortbow, shortsword, and whip</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in occult spell attacks</p>\n<p>Trained in occult spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Bard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, occult spellcasting, spell repertoire, composition spells, muse</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, lightning reflexes, signature spells, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, great fortitude, resolve, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, bard feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, bard weapon expertise, general feat, skill increase, vigilant senses</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, light armor expertise, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, greater resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, legendary spellcaster, magnum opus, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, bard feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Composition Spells</h2>\n<p>You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse.</p>\n<p>Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>You learn the <em>@UUID[Compendium.pf2e.spells-srd.WILXkjU5Yq3yw10r]</em> composition spell, protecting against auditory and visual effects.</p>\n<h3><strong>Composition Cantrips</strong></h3>\n<p>Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose from the occult list. Generally, only feats can give you more composition cantrips. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining. You learn the <em>@UUID[Compendium.pf2e.spells-srd.IAjvwqgiDr3qGYxY]</em> composition cantrip, which boosts your allies' attacks, damage, and defense against fear.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Muses</h2>\n<p>As a bard, you select one muse at 1st level. This muse leads you to great things, and might be a physical creature, a deity, a philosophy, or a captivating mystery.</p>\n<p>Muses can be found here: @UUID[Compendium.pf2e.classfeatures.YMBsi4bndRAk5CX4], @UUID[Compendium.pf2e.classfeatures.y0jGimYdMGDJWrEq], @UUID[Compendium.pf2e.classfeatures.4ripp6EfdVpS0d60], and @UUID[Compendium.pf2e.classfeatures.N03BtRvjX9TeHRa4].</p>\n<h2>Occult Spellcasting</h2>\n<p>You draw upon magic from esoteric knowledge. You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a bard, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.</p>\n<p>Each day, you can cast up to two 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.</p>\n<p>As you increase in level as a bard, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3-6: Bard Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up -- this is usually equal to the highest level of bard spell slot you have. For example, as a 1st-level bard, your cantrips are 1st-level spells, and as a 5th-level bard, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color: white; width: 120px; background-color: #522e2c; text-align: center; height: 25px;\" colspan=\"12\">* The magnum opus class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2>Spell Repertoire</h2>\n<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3-6), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<h3><strong>Swapping Spells in Your Repertoire</strong></h3>\n<p>As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.</p>\n<h2>Bard Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a bard class feat.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Lightning Reflexes<span style=\"float: right;\">Level 3</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank in Reflex saves increases to expert.</p>\n<h2>Signature Spells<span style=\"float: right;\">Level 3</span></h2>\n<p>Experience allows you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Expert Spellcaster<span style=\"float: right;\">Level 7</span></h2>\n<p>Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.</p>\n<h2>Great Fortitude<span style=\"float: right;\">Level 9</span></h2>\n<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Resolve<span style=\"float: right;\">Level 9</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2>Bard Weapon Expertise<span style=\"float: right;\">Level 11</span></h2>\n<p>You have become thoroughly adept with bardic weapons. You gain expert proficiency in simple weapons and unarmed attacks, plus the longsword, rapier, sap, shortbow, shortsword, and whip. When you critically succeed at an attack roll using one of these weapons while one of your compositions is active, you apply the critical specialization effect for that weapon.</p>\n<h2>Vigilant Senses<span style=\"float: right;\">Level 11</span></h2>\n<p>Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.</p>\n<h2>Light Armor Expertise<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you're a master, and 4 damage if you're legendary.</p>\n<h2>Master Spellcaster<span style=\"float: right;\">Level 15</span></h2>\n<p>You've mastered the occult. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.</p>\n<h2>Greater Resolve<span style=\"float: right;\">Level 17</span></h2>\n<p>Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success at a Will save, you get a critical success. When you roll a critical failure at a Will save, you get a failure instead. When you roll a failure on a Will save against a damaging effect, you take half damage.</p>\n<h2>Legendary Spellcaster<span style=\"float: right;\">Level 19</span></h2>\n<p>Your command of occult magic is the stuff of legends. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.</p>\n<h2>Magnum Opus<span style=\"float: right;\">Level 19</span></h2>\n<p>You have tuned your spellcasting to the highest caliber. Add two common 10th-level occult spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using bard spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"06b94":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"1da3z":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"},"1qqwt":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"73fw3":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":11,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"81u6r":{"img":"systems/pf2e/icons/features/classes/magnum-opus.webp","level":19,"name":"Magnum Opus","uuid":"Compendium.pf2e.classfeatures.NjsOpWbbzUY2Hpk3"},"9uoge":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":9,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"ed5t5":{"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","level":1,"name":"Spell Repertoire (Bard)","uuid":"Compendium.pf2e.classfeatures.6FsusoMYxxjyIkVh"},"en1lf":{"img":"systems/pf2e/icons/equipment/adventuring-gear/musical-instrument-handheld.webp","level":1,"name":"Composition Spells","uuid":"Compendium.pf2e.classfeatures.s0VbbQJNlSgPocui"},"iipml":{"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","level":9,"name":"Great Fortitude","uuid":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"},"oitnf":{"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","level":3,"name":"Signature Spells (Level 3)","uuid":"Compendium.pf2e.classfeatures.VKRjmXxBFLrJK01c"},"oyw8v":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Muses","uuid":"Compendium.pf2e.classfeatures.AIOBWGOS4nkfH3kW"},"q84eq":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Light Armor Expertise","uuid":"Compendium.pf2e.classfeatures.pZYkb12t5DSwtts7"},"qev30":{"img":"systems/pf2e/icons/features/classes/occult-spellcasting.webp","level":1,"name":"Occult Spellcasting","uuid":"Compendium.pf2e.classfeatures.fEOj0eOBe34qYdAa"},"qphik":{"img":"systems/pf2e/icons/features/classes/greater-resolve.webp","level":17,"name":"Greater Resolve","uuid":"Compendium.pf2e.classfeatures.5LOARurr4qWkfS9K"},"tjlz3":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":3,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"usp0h":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster (Level 19)","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"yjn5p":{"img":"systems/pf2e/icons/features/classes/bard-weapon-expertise.webp","level":11,"name":"Bard Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.4lp8oG9A3zuqhPBS"}},"keyAbility":{"selected":"cha","value":["cha"]},"perception":2,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-longsword.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-rapier.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-sap.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-shortbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-shortsword.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-whip.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.occult.rank","value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"bard","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":4,"value":["occ","prf"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"g8mzi29u9d9ftowk","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.YMBsi4bndRAk5CX4"},"pf2e":{"grantedBy":{"id":"oupbivnzxsssvj6u"},"itemGrants":{"maestro":{"id":"71o170k6fx7d4wpp"}}}},"img":"systems/pf2e/icons/features/classes/maestro.webp","name":"Maestro","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your muse is a virtuoso, inspiring you to greater heights. If it's a creature, it might be a performance-loving creature such as a choral angel or lillend azata; if a deity, it might be @UUID[Compendium.pf2e.deities.gxwmzxUWBOhdgFSN]. As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities. You gain the @UUID[Compendium.pf2e.feats-srd.sVjATEo8eqkAosNp] feat and add <em>@UUID[Compendium.pf2e.spells-srd.szIyEsvihc5e1w8n]</em> to your spell repertoire.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.sVjATEo8eqkAosNp"}],"slug":"maestro","source":{"value":""},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"71o170k6fx7d4wpp","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.sVjATEo8eqkAosNp"},"pf2e":{"grantedBy":{"id":"g8mzi29u9d9ftowk"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Lingering Composition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>By adding a flourish, you make your compositions last longer. You learn the <em>@UUID[Compendium.pf2e.spells-srd.irTdhxTixU9u9YUm]</em> focus spell. Increase the number of Focus Points in your focus pool by 1.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[{"value":"maestro muse"}]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1}],"slug":"lingering-composition","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7903gg8gk1ek4sey","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.i4hN6OYv8qmi3GLW"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Entertainer","sort":0,"system":{"boosts":{"0":{"selected":"cha","value":["cha","dex"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Charisma</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Performance skill and the Theater Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.7LB00jkh6JaJr3vS] skill feat.</p>"},"items":{"q8t33":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Fascinating Performance","uuid":"Compendium.pf2e.feats-srd.7LB00jkh6JaJr3vS"}},"rules":[],"slug":"entertainer","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Theatre Lore","trainedSkills":{"value":["prf"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"8ucjmery5j94rgn4","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.7LB00jkh6JaJr3vS"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Fascinating Performance","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you're an expert in Performance, you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time.</p>"},"level":{"value":1},"location":"7903gg8gk1ek4sey","prerequisites":{"value":[{"value":"trained in Performance"}]},"rules":[],"slug":"fascinating-performance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mYjJumRH5DmPWPzm","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Theatre Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"E4X7aVI9CDtUxsx8","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.ZbRVqf14RTJJIZXG"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Halfling Luck","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p><strong>Frequency</strong> once per day</p>\n<p><strong>Trigger</strong> You fail a skill check or saving throw.</p>\n<hr />\n<p>Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse than your first roll.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"halfling-luck","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","halfling"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"vf93Y9vVzvMCxBfk","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Occult Spontaneous Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"spontaneous"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":2,"prepared":[],"value":2},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"gCz4sF1hgtUNanQE","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Focus Occult Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"focus"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"RqEAJNheNQ5UjZii","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.4gBIw4IDrSfFHik4"}},"img":"systems/pf2e/icons/spells/daze.webp","name":"Daze","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"mental"},"value":"0"}}},"description":{"value":"<p>You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1}.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> The damage increases by 1d6.</p>"},"duration":{"value":"1 round"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":2,"type":"interval"},"level":{"value":1},"location":{"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"basic","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"daze","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","mental","nonlethal"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"hNnUx9jkqLp9QGhd","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.atlgGNI1E1Ox3O3a"}},"img":"systems/pf2e/icons/spells/ghost-sound.webp","name":"Ghost Sound","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The range increases to 60 feet.</p>\n<p><strong>Heightened (5th)</strong> The range increases to 120 feet.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ghost-sound","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["auditory","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"xDSvnJ3NtV557OZx","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.IAjvwqgiDr3qGYxY"}},"img":"systems/pf2e/icons/spells/inspire-courage.webp","name":"Inspire Courage","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":60},"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.beReeFroAx24hj83]</p>"},"duration":{"value":"1 round"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"gCz4sF1hgtUNanQE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"inspire-courage","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"custom":"","value":[]},"traits":{"rarity":"uncommon","value":["bard","cantrip","composition","emotion","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"dPB7H1Ddofa7Ng66","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4"}},"img":"systems/pf2e/icons/spells/light.webp","name":"Light","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.cVVZXNbV0nElVOPZ]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"light","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["light","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"QrD5ZAO5Wt0IWuL7","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Qw3fnUlaUbnn7ipC"}},"img":"systems/pf2e/icons/spells/prestidigitation.webp","name":"Prestidigitation","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.</p>\n<ul>\n<li><strong>Cook</strong> Cool, warm, or flavor 1 pound of nonliving material.</li>\n<li><strong>Lift</strong> <strong>Slowly</strong> lift an unattended object of light Bulk or less 1 foot off the ground.</li>\n<li><strong>Make</strong> Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile-it can't be used as a tool, weapon, or spell component.</li>\n<li><strong>Tidy</strong> Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.</li>\n</ul>\n<p>Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"10 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"prestidigitation","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":true},"target":{"value":"1 object (cook, lift, or tidy only)"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"LWBgKbZ5ODtJxlQg","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.60sgbuMWN0268dB7"}},"img":"systems/pf2e/icons/spells/telekinetic-projectile.webp","name":"Telekinetic Projectile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"untyped"},"value":"1d6"}}},"description":{"value":"<p>You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.</p>\n<hr />\n<p><strong>Critical Success</strong> You deal double damage.</p>\n<p><strong>Success</strong> You deal full damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"telekinetic-projectile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["attack","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"HdfmV8v0TAw4OEU6","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.vLA0q0WOK2YPuJs6"}},"img":"systems/pf2e/icons/spells/charm.webp","name":"Charm","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.</p>\n<p>You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected and aware you tried to charm it.</p>\n<p><strong>Success</strong> The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.</p>\n<p><strong>Failure</strong> The target's attitude becomes @UUID[Compendium.pf2e.conditionitems.v66R7FdOf11l94im] toward you. If it was Friendly, it becomes @UUID[Compendium.pf2e.conditionitems.v44P3WUcU1j0115l]. It can't use hostile actions against you.</p>\n<p><strong>Critical Failure</strong> The target's attitude becomes Helpful toward you, and it can't use hostile actions against you.</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The duration lasts until the next time you make your daily preparations.</p>\n<p><strong>Heightened (8th)</strong> The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.</p>"},"duration":{"value":"1 hour"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"charm","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":["emotion","incapacitation","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"TttWwYAmpIHN6Ocy","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.4koZzrnMXhhosn0D"}},"img":"systems/pf2e/icons/spells/fear.webp","name":"Fear","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You plant fear in the target; it must attempt a Will save.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1}.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 2}.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 3} and @UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D] for 1 round.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target up to five creatures.</p>"},"duration":{"value":"varies"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"fear","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["emotion","fear","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"yWu1ZuQU8ThkTgge","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. 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You and allies in the area can use the better result between your Performance check and the saving throw.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"gCz4sF1hgtUNanQE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"counter-performance","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"reaction"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["bard","composition","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"T3O0SnybSYJvFN2D","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.irTdhxTixU9u9YUm"}},"img":"systems/pf2e/icons/spells/lingering-composition.webp","name":"Lingering Composition","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.</p>\n<hr /><strong>Critical Success</strong> The composition lasts 4 rounds.\n<p><strong>Success</strong> The composition lasts 3 rounds.</p>\n<p><strong>Failure</strong> The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"gCz4sF1hgtUNanQE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"lingering-composition","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"free"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"GepaQbn2aq61f1lP","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Xnqglykl3Cif8rN9"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/thunderstone.webp","name":"Thunderstone (Lesser)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"sonic","dice":1,"die":"d4"},"description":{"value":"<p>When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a @Check[type:fortitude|dc:17|name:Lesser Thunderstone|showDC:all] saving throw with the listed DC or be @UUID[Compendium.pf2e.conditionitems.9PR9y0bi4JPKnHPR] until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls.</p>\n<p>The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":3}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":20,"reload":{"value":"-"},"rules":[{"key":"Note","selector":"{item|_id}-damage","text":"PF2E.BombNotes.Thunderstone.Lesser.success"}],"size":"med","slug":"thunderstone-lesser","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":1},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["alchemical","bomb","consumable","sonic","splash"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"cmuZKT8o2cMMSMjY","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.GgZAHbrjnzWOZy2v"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/halfling.svg","name":"Halfling","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["dwarven","elven","gnomish","goblin"]},"boosts":{"0":{"value":["dex"]},"1":{"value":["wis"]},"2":{"selected":"cha","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within the walls of larger cities, carving out small communities alongside taller folk. Many halflings lead perfectly fulfilling lives in the shadows of their larger neighbors, while others prefer a nomadic existence, traveling the world and taking advantage of opportunities and adventures as they come.</em></p>\n<hr />\n<p>Optimistic and cheerful, blessed with uncanny luck, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easygoing, they are the best kind of opportunists, and their passions favor joy over violence. Even in the jaws of danger, halflings rarely lose their sense of humor.</p>\n<p>Many taller people dismiss halflings due to their size or, worse, treat them like children. Halflings use these prejudices and misconceptions to their advantage, gaining access to opportunities and performing deeds of daring mischief or heroism. A halfling's curiosity is tempered by wisdom and caution, leading to calculated risks and narrow escapes.</p>\n<p>While their wanderlust and curiosity sometimes drive them toward adventure, halflings also carry strong ties to house and home, often spending above their means to achieve comfort in their homelife.</p>\n<p>If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Get along well with a wide variety of people and enjoy meeting new friends.</li>\n<li>Find it difficult to resist indulging your curiosity, even when you know it's going to lead to trouble.</li>\n<li>Hold a deep and personal hatred of the practice of slavery and devote yourself to freeing those who still labor against their will.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Appreciate your ability to always find a silver lining or something to laugh about, no matter how dire the situation.</li>\n<li>Think you bring good luck with you.</li>\n<li>Underestimate your strength, endurance, and fighting prowess.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child.</p>\n<p>Most halflings prefer to walk barefoot rather than wearing shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black.</p>\n<p>Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.</p>\n<h2>Society</h2>\n<p>Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have no cultural homeland in the Inner Sea region, and they instead weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family.</p>\n<p>Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures.</p>\n<h2>Alignment and Religion</h2>\n<p>Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Halfling alignments vary, typically closely in keeping with the alignment of the other ancestries that live around them. Halflings favor gods that either grant luck, like Desna, or encourage guile, like Norgorber, and many appreciate Cayden Cailean's role as a liberator, as well as any religions common among other ancestries around them.</p>\n<h2>Adventurers</h2>\n<p>Halflings' natural wanderlust and opportunistic nature make them ideal adventurers. Many people put up with their vivacious attitudes in return for the natural talents they provide and the popular superstition that traveling with a halfling is good luck.</p>\n<p>Typical backgrounds for halflings include acrobat, criminal, emissary, entertainer, laborer, and street urchin. Halflings make great clerics and rogues, but many also become monks or rangers.</p>\n<h2>Names</h2>\n<p>Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance. This goes only for their own people, however—halflings have names that suit them, and they understand that elves and humans might have longer names to suit their own aesthetics. Humans in particular have a tendency to refer to halflings by nicknames, with 'Lucky' being common to the point of absurdity.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Halfling Mechanics</h2>\n<p><strong>Hit Points</strong> 6</p>\n<p><strong>Size</strong> Small</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Dexterity, Wisdom, Free</p>\n<p><strong>Ability Flaw</strong> Strength</p>\n<p><strong>Languages</strong> Common, Halfling</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Keen Eyes</strong> Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.</p>"},"flaws":{"0":{"value":["str"]}},"hp":6,"items":{"3084v":{"img":"systems/pf2e/icons/features/ancestry/keen-eyes.webp","level":"0","name":"Keen Eyes","uuid":"Compendium.pf2e.ancestryfeatures.y1EmCv2cEb5hXBwx"}},"languages":{"custom":"","value":["common","halfling"]},"reach":5,"rules":[],"size":"sm","slug":"halfling","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["halfling","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"pxQ1xSSTQ1SR8Yp4","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.y1EmCv2cEb5hXBwx"}},"img":"systems/pf2e/icons/features/ancestry/keen-eyes.webp","name":"Keen Eyes","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] action to find @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] or @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] creatures within 30 feet of you. When you target an opponent that is @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.</p>"},"level":{"value":0},"location":"cmuZKT8o2cMMSMjY","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":["action:seek","target:within-30-feet",{"or":["target:hidden","target:undetected"]}],"selector":"perception","type":"circumstance","value":2}],"slug":"keen-eyes","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{"halfling":"Halfling"},"value":["halfling"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ncIpIh35xTN1IKiT","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.szIyEsvihc5e1w8n"}},"img":"systems/pf2e/icons/spells/soothe.webp","name":"Soothe","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":""},"value":"1d10+4"}}},"description":{"value":"<p>You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.nkk4O5fyzrC0057i]</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing increases by 1d10+4.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d10+4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"soothe","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["occult"]},"traits":{"rarity":"common","value":["emotion","healing","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"5BUROKRc84FO40IC","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.MPv5Yx4w7scZGj2Y"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/musical-instrument-handheld.webp","name":"Flute - Musical Instrument (Handheld)","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while played.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":8}},"quantity":1,"rules":[],"size":"med","slug":"musical-instrument-handheld","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"9dFWGYRl0emqvgfv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You need thieves' tools to @UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H]{Pick Locks} or @UUID[Compendium.pf2e.actionspf2e.cYdz2grcOcRt4jk6]{Disable Devices} (of some types) using the Thievery skill.</p>\n<p>If your thieves' tools are broken, you can repair them by replacing the lock picks with @UUID[Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44]{Replacement Picks} appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"thieves-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Lem (Level 1)","prototypeToken":{"name":"Lem","texture":{"src":"systems/pf2e/icons/iconics/Lem.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":15},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["cha","int","dex","con"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"CG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":2},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":1},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":1},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["infernal"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.cAeHX8Fn8UFdYMz9"}}}
{"_id":"czQ0MaZBu3BqMpce","img":"systems/pf2e/icons/iconics/MerisielFull.webp","items":[{"_id":"UiFBg6Eav0Dlrzms","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Underworld Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"Y7qobadpsVb8ZZ4g","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.PgKmsA2aKdbLU6O0"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/elf.svg","name":"Elf","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["celestial","draconic","gnoll","gnomish","goblin","orcish","sylvan"]},"boosts":{"0":{"value":["dex"]},"1":{"value":["int"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving the world in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes, most notably from terrible demons that have invaded parts of their lands. To some, the elves are objects of awe—graceful and beautiful, with immense talent and knowledge. Among themselves, however, the elves place far more importance on personal freedom than on living up to these ideals.</em></p>\n<hr />\n<p>Elves combine otherworldly grace, sharp intellect, and mysterious charm in a way that is practically magnetic to members of other ancestries. They are often voraciously intellectual, though their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Valuing kindness and beauty, elves ever strive to improve their manners, appearance, and culture.</p>\n<p>Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They're slow to build friendships outside their kinsfolk, but for a specific reason: they subtly and deeply attune to their environment and their companions. There's a physical element to this attunement, but it isn't only superficial. Elves who spend their lives among shorter‑lived peoples often develop a skewed perception of their own mortality and tend to become morose after watching generation after generation of companions age and die. These elves are called the Forlorn.</p>\n<p>If you want a character who is magical, mystical, and mysterious, you should play an elf.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Carefully curate your relationships with people with shorter lifespans, either keeping a careful emotional distance or resigning yourself to outliving them.</li>\n<li>Adopt specialized or obscure interests simply for the sake of mastering them.</li>\n<li>Have features such as eye color, skin tone, hair, or mannerisms that reflect the environment in which you live.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Focus on your appearance, either admiring your grace or treating you as if you're physically fragile.</li>\n<li>Assume you practice archery, cast spells, fight demons, and have perfected one or more fine arts.</li>\n<li>Worry that you privately look down on them, or feel like you're condescending and aloof.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and almond-shaped, featuring large and vibrant-colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.</p>\n<p>Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elven fashion, like the elves themselves, tends to reflect their surroundings. Elves living in the forests and other wilderness locales wear clothing that plays off the terrain and flora of their homes, while those who live in cities tend to wear the latest fashions.</p>\n<p>Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century, once they've experienced more, held several occupations, and outlived a generation of shorter-lived people. A typical elf can live to around 600 years old.</p>\n<h2>Society</h2>\n<p>Elven culture is deep, rich, and on the decline. Their society peaked millennia ago, long before they fled the world to escape a great calamity. They've since returned, but rebuilding is no easy task. Their inborn patience and intellectual curiosity make elves excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge. Elven architecture displays their deep appreciation of beauty, and elven cities are wondrous works of art.</p>\n<p>Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which the elves call ilduliel, but these antagonistic relationships can sometimes blossom into friendships over time.</p>\n<h2>Alignment and Religion</h2>\n<p>Elves are often emotional and capricious, yet they hold high ideals close to their hearts. As such, many are chaotic good. They prefer deities who share their love of all things mystic and artistic. Desna and Shelyn are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry. Calistria is the most notorious of elven deities, as she represents many of the elven ideals taken to the extreme.</p>\n<h2>Adventurers</h2>\n<p>Many elves adventure to find beauty and discover new things. Typical backgrounds for an elf include emissary, hunter, noble, scholar, or scout. Elves often become rangers or rogues, taking advantage of their dexterity, or alchemists or wizards, exploring their intellectual curiosity.</p>\n<h2>Names</h2>\n<p>An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions. Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue. They so commonly end in '-el' or '-ara' that other cultures sometimes avoid names ending in these syllables to avoid sounding too elven.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Elf Mechanics</h2>\n<p><strong>Hit Points</strong> 6</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 30 feet</p>\n<p><strong>Ability Boosts</strong> Dexterity, Intelligence, Free</p>\n<p><strong>Ability Flaw</strong> Constitution</p>\n<p><strong>Languages</strong> Common, Elven</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Celestial, Draconic, Gnoll, Gnomish, Goblin, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Low-Light Vision</p>"},"flaws":{"0":{"value":["con"]}},"hp":6,"items":{},"languages":{"custom":"","value":["common","elven"]},"reach":5,"rules":[],"size":"med","slug":"elf","source":{"value":"Pathfinder Core Rulebook"},"speed":30,"traits":{"rarity":"common","value":["elf","humanoid"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"xM15CrtjeGfep3UZ","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.1wVDYY9Wue0G5R9Q"}},"img":"systems/pf2e/icons/features/ancestry/whisper-elf.webp","name":"Whisper Elf","sort":0,"system":{"ancestry":{"name":"Elf","slug":"elf","uuid":"Compendium.pf2e.ancestries.PgKmsA2aKdbLU6O0"},"description":{"value":"<p>Your ears are finely tuned, able to detect even the slightest whispers of sound.</p>\n<p>As long as you can hear normally, you can use the @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] action to sense @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] creatures in a @Template[type:cone|distance:60] instead of a @Template[type:cone|distance:30].</p>\n<p>You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a seek action.</p>"},"rules":[{"key":"FlatModifier","label":"Whisper Elf (locate audible undetected within range)","predicate":["target:undetected","target:within-30-feet","target:audible"],"selector":"perception","type":"circumstance","value":2}],"slug":"whisper-elf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"708790sde8GH1pzI","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.9lVw1JGl5ser6626"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Criminal","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","int"]},"1":{"selected":"con","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Intelligence</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Stealth skill and the Underworld Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.t3btih0O5RUwWynt] skill feat.</p>"},"items":{"19grf":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Experienced Smuggler","uuid":"Compendium.pf2e.feats-srd.t3btih0O5RUwWynt"}},"rules":[],"slug":"criminal","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Underworld Lore","trainedSkills":{"value":["ste"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"Z1Nhui67m2VPLKqX","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.t3btih0O5RUwWynt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Experienced Smuggler","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You often smuggle things past the authorities.</p>\n<p>When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10 - whichever is higher - as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result.</p>\n<p>If you're a master in Stealth, the GM uses the number rolled or 15, and if you're legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers.</p>\n<p>This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.</p>\n<p>Due to your smuggling skill, you're more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.</p>\n<hr />\n<p><strong>PFS Note</strong> This feat allows you to Earn Income with Underworld Lore with tasks of your level -1 (instead of the normal level -2).</p>"},"level":{"value":1},"location":"708790sde8GH1pzI","prerequisites":{"value":[{"value":"Trained in Stealth"}]},"rules":[],"slug":"experienced-smuggler","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FsSJKSzrT7ueXIAl","flags":{"core":{"sourceId":"Compendium.pf2e.classes.LO9STvskJemPkiAI"}},"img":"systems/pf2e/icons/classes/rogue.webp","name":"Rogue","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"Rapier, Sap, Shortbow, and Shortsword","rank":1},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents' missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don't care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.</em></p>\n<p><strong>Key Ability: DEXTERITY OR OTHER</strong></p>\n<p>At 1st level, your class gives you an ability boost to Dexterity or an option from rogue's racket.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1 class=\"title\">Roleplaying the Rogue</h1>\n<h2 class=\"title\">During Combat Encounters...</h2>\n<p>You move about stealthily so you can catch foes unawares. You're a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.</p>\n<h2 class=\"title\">During Social Encounters...</h2>\n<p>Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.</p>\n<h2 class=\"title\">While Exploring...</h2>\n<p>You sneak to get the drop on foes and scout for danger or traps. You're a great asset, since you can disable traps, solve puzzles, and anticipate dangers.</p>\n<h2 class=\"title\">In Downtime...</h2>\n<p>You might pick pockets or trade in illegal goods. You can also become part of a thieves' guild, or even found one of your own.</p>\n<h2 class=\"title\">You Might...</h2>\n<ul>\n<li>Hone your skills through intense practice, both on your own and out in the world.</li>\n<li>Know where to attain illicit goods.</li>\n<li>Skirt or break the law because you think it's meaningless or have your own code.</li>\n</ul>\n<h2 class=\"title\">Others Probably...</h2>\n<ul>\n<li>Find you charming or fascinating, even if they think they know better than to trust you.</li>\n<li>Come to you when they need someone who is willing to take risks or use questionable methods.</li>\n<li>Suspect you're motivated primarily by greed.</li>\n</ul>\n<h1 class=\"title\">Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2 class=\"title\">Perception</h2>\n<p>Expert in Perception</p>\n<h2 class=\"title\">Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Expert in Will</p>\n<h2 class=\"title\">Skills</h2>\n<p>Trained in Stealth</p>\n<p>Trained in one or more skills determined by your rogue's racket</p>\n<p>Trained in a number of additional skills equal to 7 plus your Intelligence modifier</p>\n<h2 class=\"title\">Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in the rapier, sap, shortbow, and shortsword</p>\n<p>Trained in unarmed attacks</p>\n<h2 class=\"title\">Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2 class=\"title\">Class DC</h2>\n<p>Trained in rogue class DC</p>\n<h1 class=\"title\">Class Features</h1>\n<p>You gain these features as a Rogue. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, rogue's racket, sneak attack 1d6, surprise attack, rogue feat, skill feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Deny advantage, general feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Evasion, general feat, skill feat, skill increase, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, debilitating strike, great fortitude, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, improved evasion, incredible senses, light armor expertise, master tricks, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, light armor mastery, master strike, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, rogue feat, skill feat, skill increase</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Ancestry and Background</h2>\n<p>In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2 class=\"title\">Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2 class=\"title\">Rogue Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a rogue class feat.</p>\n<h2 class=\"title\">Rogue's Racket</h2>\n<p>As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue's racket.</p>\n<p>Rackets can be found here:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.D8qtAo2w4jsqjBrM]{Eldritch Trickster Racket},</li>\n<li>@UUID[Compendium.pf2e.classfeatures.RyOkmu0W9svavuAB]{Mastermind Racket},</li>\n<li>@UUID[Compendium.pf2e.classfeatures.3KPZ7svIO6kmmEKH]{Ruffian Racket},</li>\n<li>@UUID[Compendium.pf2e.classfeatures.ZvfxtUMtfIOLYHyg]{Scoundrel Racket}, and</li>\n<li>@UUID[Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl]{Thief Racket}</li>\n</ul>\n<h2 class=\"title\">Skill Feats</h2>\n<p>You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat.</p>\n<h2 class=\"title\">Sneak Attack</h2>\n<p>When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.</p>\n<p>As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.</p>\n<h2 class=\"title\">Surprise Attack</h2>\n<p>You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.</p>\n<h2 class=\"title\">Skill Increases<span style=\"float:right\">Level 2</span></h2>\n<p>You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or to become an expert in one skill in which you're already trained.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2 class=\"title\">Deny Advantage<span style=\"float:right\">Level 3</span></h2>\n<p>As someone who takes advantage of others' defenses, you are careful not to leave such openings yourself. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>\n<h2 class=\"title\">General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2 class=\"title\">Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2 class=\"title\">Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the initial ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2 class=\"title\">Weapon Tricks<span style=\"float:right\">Level 5</span></h2>\n<p>You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you're wielding.</p>\n<h2 class=\"title\">Evasion<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned to move quickly to avoid explosions, dragons' breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2 class=\"title\">Vigilant Senses<span style=\"float:right\">Level 7</span></h2>\n<p>Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.</p>\n<h2 class=\"title\">Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you're a master, and 4 damage if you're legendary.</p>\n<h2 class=\"title\">Debilitating Strikes<span style=\"float:right\">Level 9</span></h2>\n<p>When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.</p>\n<h3 class=\"title\">@UUID[Compendium.pf2e.actionspf2e.bp0Up04x3dzGK5bB] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Trigger</strong> Your Strike hits a flat-footed creature and deals damage.</p>\n<hr />\n<p>You apply one of the following debilitations, which lasts until the end of your next turn.</p>\n<p><strong>Debilitation</strong> The target takes a -10-foot status penalty to its Speeds.</p>\n<p><strong>Debilitation</strong> The target becomes enfeebled 1.</p>\n<h2 class=\"title\">Great Fortitude<span style=\"float:right\">Level 9</span></h2>\n<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2 class=\"title\">Rogue Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.</p>\n<h2 class=\"title\">Improved Evasion<span style=\"float:right\">Level 13</span></h2>\n<p>You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.</p>\n<h2 class=\"title\">Incredible Senses<span style=\"float:right\">Level 13</span></h2>\n<p>You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2 class=\"title\">Light Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2 class=\"title\">Master Tricks<span style=\"float:right\">Level 13</span></h2>\n<p>You've mastered a rogue's fighting moves. Your proficiency ranks increase to master for all simple weapons and unarmed attacks plus the rapier, sap, shortbow, and shortsword.</p>\n<h2 class=\"title\">Double Debilitation<span style=\"float:right\">Level 15</span></h2>\n<p>Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.</p>\n<h2 class=\"title\">Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2 class=\"title\">Slippery Mind<span style=\"float:right\">Level 17</span></h2>\n<p>You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2 class=\"title\">Light Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.</p>\n<h2 class=\"title\">Master Strike<span style=\"float:right\">Level 19</span></h2>\n<p>You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.</p>\n<h3 class=\"title\">@UUID[Compendium.pf2e.actionspf2e.Rlp7ND33yYfxiEWi] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Trigger</strong> Your Strike hits a flat-footed creature and deals damage.</p>\n<hr />\n<p>The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is enfeebled 2 until the end of your next turn.</p>\n<p><strong>Failure</strong> The target is paralyzed for 4 rounds.</p>\n<p><strong>Critical Failure</strong> The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice).</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0kdn2":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"1nwhg":{"img":"systems/pf2e/icons/features/classes/weapon-tricks.webp","level":5,"name":"Weapon Tricks","uuid":"Compendium.pf2e.classfeatures.v8UNEJR5IDKi8yqa"},"1zn3l":{"img":"systems/pf2e/icons/features/classes/light-armor-master.webp","level":19,"name":"Light Armor Mastery","uuid":"Compendium.pf2e.classfeatures.SHpjmM4A3Sw4GgDz"},"2xl4q":{"img":"systems/pf2e/icons/features/classes/master-tricks.webp","level":13,"name":"Master Tricks","uuid":"Compendium.pf2e.classfeatures.myvcir1LEkaVxOlE"},"4al2i":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"517c6":{"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","level":9,"name":"Great Fortitude","uuid":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"},"6ddtr":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Light Armor Expertise","uuid":"Compendium.pf2e.classfeatures.pZYkb12t5DSwtts7"},"8tar0":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":13,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"cifjd":{"img":"systems/pf2e/icons/features/classes/rogue-expertise.webp","level":11,"name":"Rogue Expertise","uuid":"Compendium.pf2e.classfeatures.f3Dh32EU4VsHu01b"},"e9ikq":{"img":"systems/pf2e/icons/features/classes/sneak-attack.webp","level":1,"name":"Sneak Attack","uuid":"Compendium.pf2e.classfeatures.j1JE61quDxdge4mg"},"g1dmk":{"img":"systems/pf2e/icons/features/classes/improved-evasion.webp","level":13,"name":"Improved Evasion","uuid":"Compendium.pf2e.classfeatures.L5D0NwFXdLiVSnk5"},"hg9s4":{"img":"systems/pf2e/icons/features/classes/slippery-mind.webp","level":17,"name":"Slippery Mind","uuid":"Compendium.pf2e.classfeatures.xmZ7oeTDcQVXegUP"},"i70zj":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"nilrb":{"img":"systems/pf2e/icons/features/classes/debilitating-strikes.webp","level":9,"name":"Debilitating Strikes","uuid":"Compendium.pf2e.classfeatures.9SruVg2lZpNaYLOB"},"odz8x":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Rogue's Racket","uuid":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pfjze":{"img":"systems/pf2e/icons/features/classes/double-debilitation.webp","level":15,"name":"Double Debilitation","uuid":"Compendium.pf2e.classfeatures.W1FkMHYVDg3yTU5r"},"qx6de":{"img":"systems/pf2e/icons/features/classes/surprice-attack.webp","level":1,"name":"Surprise Attack","uuid":"Compendium.pf2e.classfeatures.w6rMqmGzhUahdnA7"},"sjjee":{"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","level":3,"name":"Deny Advantage","uuid":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"},"thypm":{"img":"systems/pf2e/icons/features/classes/master-strike.webp","level":19,"name":"Master 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If you Strike a creature that has the @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.</p>\n<p>As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.</p>"},"level":{"value":1},"location":"FsSJKSzrT7ueXIAl","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.sneakAttackDamage.number","predicate":["class:rogue"],"value":"ternary(lt(@actor.level, 5), 1, ternary(lt(@actor.level, 11), 2, ternary(lt(@actor.level, 17), 3, 4)))"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.sneakAttackDamage.faces","predicate":["class:rogue"],"value":6},{"category":"precision","diceNumber":"@actor.flags.pf2e.sneakAttackDamage.number","dieSize":"d{actor|flags.pf2e.sneakAttackDamage.faces}","key":"DamageDice","predicate":["target:condition:flat-footed",{"or":["item:trait:agile","item:trait:finesse",{"and":["item:ranged",{"not":"item:thrown-melee"}]}]}],"selector":"strike-damage"},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.TOTMToggle.FlatFooted","option":"target:condition:flat-footed","toggleable":"totm"}],"slug":"sneak-attack","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"diZYpd3iMgKrsNJl","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.w6rMqmGzhUahdnA7"}},"img":"systems/pf2e/icons/features/classes/surprice-attack.webp","name":"Surprise Attack","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You spring into combat faster than foes can react. 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If the creature critically fails the save, it is also @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 round.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"disrupt-undead","source":{"value":""},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 undead creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["positive","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"IxkD320ojaqxH3Su","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4"}},"img":"systems/pf2e/icons/spells/light.webp","name":"Light","sort":4100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. 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The target loses the @UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1] condition, though it remains @UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf] at 0 Hit Points.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"stabilize","source":{"value":""},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 dying creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["positive","healing","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"IKIgxyywRsWG7Pza","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.8xRzLhwGL7Dgy3EZ"}},"img":"systems/pf2e/icons/spells/sanctuary.webp","name":"Sanctuary","sort":4400000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.</p>\n<hr /><strong>Critical Success</strong> Sanctuary ends.\n<p><strong>Success</strong> The creature can attempt its attack and any other attacks against the target this turn.</p>\n<p><strong>Failure</strong> The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.</p>\n<p><strong>Critical Failure</strong> The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"sanctuary","source":{"value":""},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"56JUzOsJdjeF6GRF","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Font","sort":4500000,"system":{"ability":{"value":"wis"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{"0":false,"1":false},"prepared":{"value":"prepared"},"proficiency":{"value":1},"rules":[],"showSlotlessLevels":{"value":false},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":3,"prepared":{"0":{"id":"vgxeRA8wqtYDKdzb"},"1":{"id":"vgxeRA8wqtYDKdzb"},"2":{"id":"vgxeRA8wqtYDKdzb"}},"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":19,"item":0,"mod":4,"value":9},"tradition":{"value":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"cCpv2On41fT9Ar9X","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Focus Spells","sort":4700000,"system":{"ability":{"value":"wis"},"attack":{"breakdown":"Wisdom +4, Trained +5","name":"Focus Spells","notes":[],"totalModifier":9,"value":9},"autoHeightenLevel":{"value":null},"dc":{"breakdown":"Base Spell DC 10, Wisdom +4, Trained +5","name":"Focus Spells","notes":[],"totalModifier":9,"value":19},"description":{"value":""},"displayLevels":{},"prepared":{"value":"focus"},"proficiency":{"value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":19,"item":0,"mod":4,"value":9},"tradition":{"value":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"SH7AMTVe3kndf70I","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.zYhcEX4JnrZ08HfV"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Healing Hands","sort":5000000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your positive energy is even more vibrant and restorative. When you cast <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em>, you roll d10s instead of d8s.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[{"value":"healing font"}]},"rules":[{"key":"DamageDice","override":{"dieSize":"d10"},"predicate":["item:slug:heal"],"selector":"spell-damage"}],"slug":"healing-hands","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"BgqrGVcqOnK5WJmD","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.KpFetnUqTiweypZk"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Group Impression","sort":5200000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Diplomacy"}]},"rules":[],"slug":"group-impression","source":{"value":""},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0cj4yxFbmLXwZh2R","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.YMQr577asquZIP65"}},"img":"systems/pf2e/icons/equipment/armor/scale-mail.webp","name":"Scale Mail","sort":5400000,"system":{"armor":{"value":3},"baseItem":"scale-mail","category":"medium","check":{"value":-2},"containerId":null,"description":{"value":"<p>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.</p>"},"dex":{"value":2},"equipped":{"carryType":"worn","inSlot":true,"invested":null},"equippedBulk":{"value":"2"},"group":"composite","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":4}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"scale-mail","source":{"value":""},"speed":{"value":-5},"stackGroup":null,"strength":{"value":14},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"3"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"YjEXbsdF3nbC2FGk","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.e0vSAQfxhHauiAoD"}},"img":"systems/pf2e/icons/equipment/consumables/potions/healing-potion.webp","name":"Healing Potion (Lesser)","sort":5600000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"potion"},"consume":{"value":"2d8+5"},"containerId":null,"description":{"value":"<p>A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain [[/r (2d8+5)[healing]]]{2d8+5 Hit Points}.</p>"},"equipped":{"carryType":"held","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":12}},"quantity":1,"rules":[],"size":"med","slug":"healing-potion-lesser","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","healing","magical","necromancy","potion"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"E9tmtrGXFXxwz98S","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.yHujiDQPdtXW797e"}},"img":"systems/pf2e/icons/spells/spirit-link.webp","name":"Spirit Link","sort":5800000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.</p>\n<p>This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The number of Hit Points transferred each time increases by 2.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"spirit-link","source":{"value":""},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["healing"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"mT8WbFaOwbuwKHLD","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.9HpwDN4MYQJnW0LG"}},"img":"systems/pf2e/icons/spells/dispel-magic.webp","name":"Dispel Magic","sort":5900000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":true},"level":{"value":2},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"dispel-magic","source":{"value":""},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 spell effect or unattended magic item"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"WJhy2PmLhzIo1XYx","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Fq9yCbqI2RDt6Orw"}},"img":"systems/pf2e/icons/spells/spiritual-weapon.webp","name":"Spiritual Weapon","sort":6000000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"force"},"value":"1d8"}}},"description":{"value":"<p>A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity's favored weapon.</p>\n<p>When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.</p>\n<p>The weapon's Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth.</p>\n<p>The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> The weapon's damage increases by 1d8.</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":2,"type":"interval"},"level":{"value":2},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"spiritual-weapon","source":{"value":""},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"M7SCWgZu9qxr1o3Z","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":2300000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":""},"equipped":{"carryType":"stowed","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":4}},"quantity":2,"rules":[],"size":"med","slug":"rations","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"ir5zf86ml8k54ao8","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{}}},"img":"systems/pf2e/icons/features/ancestry/versatile-heritage.webp","name":"Versatile Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).</p>"},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"versatileHeritage","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.BStw1cANwx5baL6d"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.versatileHeritage}"}],"slug":"versatile-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"olloibskc5lk2y0m","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"pf2e":{"itemGrants":{}}},"img":"systems/pf2e/icons/features/classes/deity.webp","name":"Deity (Sarenrae)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As a cleric, you are a mortal servitor of a deity you revere above all others. Information on deities can be found in the deities compendium, along with their alignments, areas of concern, and the benefits you get for being a cleric of that deity. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.</p>\n<p>Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.</p>"},"level":{"value":1},"location":"rz5hous02bos3u88","prerequisites":{"value":[]},"rules":[{"allowedDrops":{"predicate":["item:type:deity"]},"choices":{"itemType":"deity","pack":"pf2e.deities","query":"{}"},"flag":"deity","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Deity","selection":"Compendium.pf2e.deities.BNycwu3I21dTh4D9"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.deity}"},{"baseType":"fist","category":"unarmed","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"group":"brawling","img":"systems/pf2e/icons/features/classes/powerful-fist.webp","key":"Strike","label":"PF2E.Weapon.Base.fist","predicate":["deity:primary:favored-weapon:fist"],"range":null,"slug":"fist","traits":["agile","finesse","nonlethal","unarmed"]},{"key":"ActiveEffectLike","mode":"upgrade","path":"flags.pf2e.favoredWeaponRank","predicate":["class:cleric"],"value":1}],"slug":"deity","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wbgjuc0zooud0px3","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"pf2e":{"itemGrants":{"doctrine":{"id":"sd9xnfp4eshm9z40"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Doctrine","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine's second, third, fourth, fifth, and final doctrines respectively.</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp]</li>\n</ul>"},"level":{"value":1},"location":"rz5hous02bos3u88","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Cleric class feature","predicate":["item:level:1","item:trait:cleric","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},{"value":"Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp"}],"flag":"doctrine","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Cleric.Doctrine.Prompt","selection":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.doctrine}"}],"slug":"doctrine","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mpgdt8w854v5k2y2","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.UV1HlClbWCNcaKBZ"}},"img":"systems/pf2e/icons/features/classes/anathema(cleric).webp","name":"Anathema (Cleric)","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Acts fundamentally opposed to your deity's alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.</p>\n<p>Casting spells with the evil trait is almost always anathema to good deities, and casting good spells is likewise anathema to evil deities; similarly, casting chaotic spells is anathema to lawful deities, and casting lawful spells is anathema to chaotic deities. A neutral cleric who worships a neutral deity isn't limited this way, but their alignment might change over time if they frequently cast spells or use abilities with a certain alignment. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], the goddess of death. For borderline cases, you and your GM determine which acts are anathema.</p>\n<p>If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>"},"level":{"value":1},"location":"rz5hous02bos3u88","prerequisites":{"value":[]},"rules":[],"slug":"anathema-cleric","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0bo8bnqmjx4bkm2l","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.gblTFUOgolqFS9v4"}},"img":"systems/pf2e/icons/features/classes/divine-font.webp","name":"Divine Font","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em> or <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> spells, depending on your deity. Once you choose, you can't change your choice short of an ethical shift or divine intervention.</p>\n<p><strong>Healing Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only<em>heal</em>spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>\n<p><strong>Harmful Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only<em>harm</em>spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>"},"level":{"value":1},"location":"rz5hous02bos3u88","prerequisites":{"value":[]},"rules":[],"slug":"divine-font","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"664dag82adp5qits","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.AvNbdGSOTWNRgcxs"}},"img":"systems/pf2e/icons/features/classes/divine-spellcasting.webp","name":"Divine Spellcasting (Cleric)","sort":400,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.</p>\n<p>At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.</p>"},"level":{"value":1},"location":"rz5hous02bos3u88","prerequisites":{"value":[]},"rules":[],"slug":"divine-spellcasting-cleric","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"w2th5fk4eyawo7so","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"pf2e":{"itemGrants":{"firstDoctrine":{"id":"1kenxalre1qhb3j6"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"First Doctrine","sort":500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the first benefit of your doctrine:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.xxkszluN9icAiTO4]</li>\n</ul>"},"level":{"value":1},"location":"rz5hous02bos3u88","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","predicate":["feature:cloistered-cleric"],"uuid":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn"},{"key":"GrantItem","predicate":["feature:warpriest"],"uuid":"Compendium.pf2e.classfeatures.xxkszluN9icAiTO4"}],"slug":"first-doctrine","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0wfba9gwm2h9afrr","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.OnfrrwCfDFCFw0tc"},"pf2e":{"itemGrants":{"secondDoctrine":{"id":"2h4s6equ9rj35zh7"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Second Doctrine","sort":1800,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the second benefit of your doctrine:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa]{Cloistered Cleric}</li>\n<li>@UUID[Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX]{Warpriest}</li>\n</ul>"},"level":{"value":3},"location":"rz5hous02bos3u88","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","predicate":["feature:cloistered-cleric"],"uuid":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa"},{"key":"GrantItem","predicate":["feature:warpriest"],"uuid":"Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX"}],"slug":"second-doctrine","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"rz5hous02bos3u88","flags":{"core":{"sourceId":"Compendium.pf2e.classes.EizrWvUPMS67Pahd"},"pf2e":{"insertedClassFeaturesLevel":3}},"img":"systems/pf2e/icons/classes/cleric.webp","name":"Cleric","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"Deity's favored weapon","rank":1},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":"<p><em>Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity's favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.</em></p>\n<p><strong>Key Ability: WISDOM</strong></p>\n<p>At 1st level, your class gives you an ability boost to Wisdom.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Cleric</h1>\n<h2>During Combat Encounters...</h2>\n<p>If you're a warpriest, you balance between casting spells and attacking with weapons- typically the favored weapon of your deity. If you're a cloistered cleric, you primarily cast spells. Most of your spells can boost, protect, or heal your allies. Depending on your deity, you get extra spells to heal your allies or harm your enemies.</p>\n<h2>During Social Encounters...</h2>\n<p>You might make diplomatic overtures or deliver impressive speeches. Because you're wise, you also pick up on falsehoods others tell.</p>\n<h2>While Exploring...</h2>\n<p>You detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.</p>\n<h2>In Downtime...</h2>\n<p>You might perform services at a temple, travel to spread the word of your deity, research scripture, celebrate holy days, or even found a new temple.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Visit the temples and holy places sacred to your faith, and have an immediate affinity with other worshippers of your deity.</li>\n<li>Know the teachings of your religion's holy texts and how they apply to a dilemma.</li>\n<li>Cooperate with your allies, provided they don't ask you to go against divine will.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Find your devotion impressive, even if they don't understand it.</li>\n<li>Expect you to heal their wounds.</li>\n<li>Rely on you to interact with other religious figures.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Religion</p>\n<p>Trained in one skill determined by your choice of deity</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in the favored weapon of your deity. If your deity's favored weapon is uncommon, you also gain access to that weapon.</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Untrained in all armor, though your doctrine might alter this</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in divine spell attacks</p>\n<p>Trained in divine spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Cleric. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, deity, divine spellcasting, divine font, doctrine</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, second doctrine, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, alertness, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, general feat, skill increase, third doctrine</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, fourth doctrine, general feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, divine defense, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, fifth doctrine, general feat, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Final doctrine, general feat, miraculous spell, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, cleric feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Deity</h2>\n<p>As a cleric, you are a mortal servitor of a deity you revere above all others. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.</p>\n<p>Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.</p>\n<p>A list of all deities can be found in the Deities compendium.</p>\n<h3><strong>Anathema</strong></h3>\n<p>Acts fundamentally opposed to your deity's alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.</p>\n<p>If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>\n<h2>Divine Font</h2>\n<p>Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em> or <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between <em>heal</em> or <em>harm</em>. Once you choose, you can't change your choice short of an ethical shift or divine intervention.</p>\n<p><strong>Healing Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only <em>heal</em> spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>\n<p><strong>Harmful Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only <em>harm</em> spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>\n<h2>Divine Spellcasting</h2>\n<p>Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.</p>\n<p>At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3-9: Cleric Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a cleric. For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*†</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*†</td>\n</tr>\n<tr>\n<td style=\"color: white; width: 120px; background-color: #522e2c; text-align: center; height: 25px;\" colspan=\"12\">* Your divine font gives you additional <em>heal</em> or <em>harm</em> spells of this level. The number is equal to 1 + your Charisma modifier.\n<p>† The miraculous spell class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</p></td>\n</tr>\n</tbody>\n</table>\n<h2>Doctrine</h2>\n<p>Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. The doctrines presented in this book are cloistered cleric and warpriest. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine's second, third, fourth, fifth, and final doctrines respectively.</p>\n<p>Doctrines can be found here (@UUID[Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF]{Cloistered Cleric} and @UUID[Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp]{Warpriest}).</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.</p>\n<h2>Cleric Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a cleric class feat.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.</p>\n<p>You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you're already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Alertness<span style=\"float: right;\">Level 5</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Resolve<span style=\"float: right;\">Level 9</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2>Lightning Reflexes<span style=\"float: right;\">Level 11</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Divine Defense<span style=\"float: right;\">Level 13</span></h2>\n<p>Your training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Miraculous Spell<span style=\"float: right;\">Level 19</span></h2>\n<p>You're exalted by your deity and gain truly incredible spells. You gain a single 10th-level spell slot and can prepare a spell in that slot using divine spellcasting. You don't gain more 10th-level spells as you level up, though you can take the @UUID[Compendium.pf2e.feats-srd.QDjpZKOrWIV1G8XJ] feat to gain a second slot.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"5ydlu":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":9,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"765ut":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":3,"name":"Second Doctrine","uuid":"Compendium.pf2e.classfeatures.OnfrrwCfDFCFw0tc"},"7gkd0":{"img":"systems/pf2e/icons/features/classes/divine-font.webp","level":1,"name":"Divine Font","uuid":"Compendium.pf2e.classfeatures.gblTFUOgolqFS9v4"},"ckmdj":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":11,"name":"Fourth Doctrine","uuid":"Compendium.pf2e.classfeatures.o8nHreMyiLi64rZz"},"cwo2e":{"img":"systems/pf2e/icons/features/classes/deity.webp","level":1,"name":"Deity","uuid":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"dic6f":{"img":"systems/pf2e/icons/features/classes/divine-spellcasting.webp","level":1,"name":"Divine Spellcasting (Cleric)","uuid":"Compendium.pf2e.classfeatures.AvNbdGSOTWNRgcxs"},"ilsvf":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Doctrine","uuid":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"m28zo":{"img":"systems/pf2e/icons/features/classes/anathema(cleric).webp","level":1,"name":"Anathema (Cleric)","uuid":"Compendium.pf2e.classfeatures.UV1HlClbWCNcaKBZ"},"oj8f7":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"First Doctrine","uuid":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"ozqxv":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":5,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"r47we":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":15,"name":"Fifth Doctrine","uuid":"Compendium.pf2e.classfeatures.Zb7DuGbFoLEp0H1K"},"uzcka":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":7,"name":"Third Doctrine","uuid":"Compendium.pf2e.classfeatures.gxNxfN9OBlQ1icus"},"vmpzh":{"img":"systems/pf2e/icons/features/classes/miraculous-spell.webp","level":19,"name":"Miraculous Spell","uuid":"Compendium.pf2e.classfeatures.3uf31A91h3ywmlqm"},"vpn62":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":11,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"xe44z":{"img":"systems/pf2e/icons/features/classes/divine-defense.webp","level":13,"name":"Divine Defense","uuid":"Compendium.pf2e.classfeatures.0mJTp4LdEHBLInoe"},"z2puy":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":19,"name":"Final Doctrine","uuid":"Compendium.pf2e.classfeatures.urBGOPrUwBmkixAo"},"zrd25":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"}},"keyAbility":{"selected":"wis","value":["wis"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.divine.rank","value":1}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"cleric","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":["rel"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"sd9xnfp4eshm9z40","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},"pf2e":{"grantedBy":{"id":"wbgjuc0zooud0px3"}}},"img":"systems/pf2e/icons/features/classes/cloistered-cleric.webp","name":"Cloistered Cleric","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You are a cleric of the cloth, focusing on divine magic and your connection to your deity's domains.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn]{First Doctrine (1st)}</strong> You gain the @UUID[Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN] cleric feat.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa]{Second Doctrine (3rd)}</strong> Your proficiency rank for Fortitude saves increases to expert.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.s8WEmc4GGZSHSC7q]{Third Doctrine (7th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.vxOf4LXZcqUG3P7a]{Fourth Doctrine (11th)}</strong> You gain expert proficiency with your deity's favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.n9W8MjjRgPpUTvWf]{Fifth Doctrine (15th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.DgGefatQ4v6xT6f9]{Final Doctrine (19th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.cleric","value":{"fifthDoctrine":"Compendium.pf2e.classfeatures.n9W8MjjRgPpUTvWf","finalDoctrine":"Compendium.pf2e.classfeatures.DgGefatQ4v6xT6f9","firstDoctrine":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn","fourthDoctrine":"Compendium.pf2e.classfeatures.vxOf4LXZcqUG3P7a","secondDoctrine":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa","thirdDoctrine":"Compendium.pf2e.classfeatures.s8WEmc4GGZSHSC7q"}}],"slug":"cloistered-cleric","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"1kenxalre1qhb3j6","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn"},"pf2e":{"grantedBy":{"id":"w2th5fk4eyawo7so"},"itemGrants":{"firstDoctrineCloisteredCleric":{"id":"r4ois3utzfy212mc"}}}},"img":"systems/pf2e/icons/features/classes/cloistered-cleric.webp","name":"First Doctrine (Cloistered Cleric)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the @UUID[Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN] cleric feat.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN"}],"slug":"first-doctrine-cloistered-cleric","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"r4ois3utzfy212mc","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN"},"pf2e":{"grantedBy":{"id":"1kenxalre1qhb3j6"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Domain Initiate (Fire)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics.</p>\n<p>Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up.</p>\n<p>Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.</p>"},"level":{"value":1},"location":null,"maxTakable":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1},{"choices":"system.details.deities.domains","flag":"domainInitiate","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.DeitysDomain","selection":"fire"}],"slug":"domain-initiate","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2h4s6equ9rj35zh7","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa"},"pf2e":{"grantedBy":{"id":"0wfba9gwm2h9afrr"}}},"img":"systems/pf2e/icons/features/classes/cloistered-cleric.webp","name":"Second Doctrine (Cloistered Cleric)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your proficiency rank for Fortitude saves increases to expert.</p>"},"level":{"value":3},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.fortitude.rank","value":2}],"slug":"second-doctrine-cloistered-cleric","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"vgxeRA8wqtYDKdzb","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs"}},"img":"systems/pf2e/icons/spells/heal.webp","name":"Heal","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"value":"positive"},"value":"1d8"}}},"description":{"value":"<p>You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(verbal, somatic)</strong> The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8</p>\n<p><span class=\"pf2-icon\">3</span> <strong>(material, somatic, verbal)</strong> You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"56JUzOsJdjeF6GRF"},"materials":{"value":""},"overlays":{"37gy7l19tik74o4s":{"_id":"37gy7l19tik74o4s","name":"Heal (vs. Living)","overlayType":"override","sort":2,"system":{"components":{"somatic":true,"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"save":{"basic":"","value":""},"time":{"value":"2"}}},"7qdtetowq348s9oc":{"_id":"7qdtetowq348s9oc","overlayType":"override","sort":1,"system":{"components":{"somatic":true},"range":{"value":"touch"},"time":{"value":"1"}}},"7vbvdrv2cl87sqta":{"_id":"7vbvdrv2cl87sqta","overlayType":"override","sort":4,"system":{"area":{"type":"emanation","value":30},"components":{"material":true,"somatic":true,"verbal":true},"range":{"value":""},"target":{"value":"all living and undead creatures"},"time":{"value":"3"}}},"lfxcoz2d3f8j2zq1":{"_id":"lfxcoz2d3f8j2zq1","name":"Heal (vs. Undead)","overlayType":"override","sort":3,"system":{"components":{"somatic":true,"verbal":true},"range":{"value":"30 feet"},"spellType":{"value":"save"},"target":{"value":"1 undead"},"time":{"value":"2"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living creature or 1 undead"},"time":{"value":"1 to 3"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"T8lFPqXqRuX0IFK5","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"wis","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"vkUHK4f1L3FVrgTQ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"u0iQoPBc6NILEsEi","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"quantity":1,"rules":[],"size":"med","slug":"healers-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"nzTUEdT5lbtME8oh","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.izcxFQFwf3woCnFs"}},"img":"systems/pf2e/icons/spells/guidance.webp","name":"Guidance","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3qHKBDF7lrHw8jFK]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3LyOkV25p7wA181H]</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"guidance","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"custom":"","value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"nSWztw0BKlDDgYhK","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.XSujb7EsSwKl19Uu"}},"img":"systems/pf2e/icons/spells/bless.webp","name":"Bless","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":5},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet.</p>\n<p>Bless can counteract <em>@UUID[Compendium.pf2e.spells-srd.7ZinJNzxq0XF0oMx]</em>.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Gqy7K6FnbLtwGpud]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":true},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"bless","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"you and allies in the area"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"lkKwiOkzfz2Ple0n","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.oJKZi8OQgmVXHOc0"}},"img":"systems/pf2e/icons/spells/fire-ray.webp","name":"Fire Ray","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"fire"},"value":"2d6"}}},"description":{"value":"<p>A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage.</p>\n<hr />\n<p><strong>Critical Success</strong> The ray deals double damage and [[/r 1d4[persistent,fire]]] damage.</p>\n<p><strong>Success</strong> The ray deals full damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The ray's initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"cCpv2On41fT9Ar9X"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"fire-ray","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["attack","cleric","fire"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"c60E2l3SmGucU2tG","flags":{"core":{"sourceId":"Compendium.pf2e.deities.BNycwu3I21dTh4D9"}},"img":"systems/pf2e/icons/deity/Sarenrae.webp","name":"Sarenrae","sort":0,"system":{"ability":["con","wis"],"alignment":{"follower":["LG","NG","CG"],"own":"NG"},"category":"deity","description":{"value":"<p>Sarenrae is one of the most popular deities on Golarion by virtue of her association with the life-giving sun and her perpetual offer to help anyone be their best, even when they have made mistakes. Most people thank her for her kind work to channel the sun's power for everyone's safety and livelihood, and thank her clergy for granting her healing power to all who need it. Mortals look to the Dawnflower as an example of boundless love, exquisite kindness, and true patience. They pray to her to heal the sick, lift up the downtrodden, and illuminate darkness of circumstance as well as darkness of spirit. Her followers aspire to emulate her through generosity, nurturing, truthfulness, and selfless courage. They oppose evil everywhere with words first, and when necessary, with scimitar and flame.</p>\n<p><strong>Edicts</strong> destroy the Spawn of Rovagug, protect allies, provide aid to the sick and wounded, seek and allow redemption</p>\n<p><strong>Anathema</strong> create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil</p>\n<p><strong>Areas of Concern</strong> healing, honesty, redemption, and the sun</p>"},"domains":{"alternate":["repose"],"primary":["fire","healing","sun","truth"]},"font":["heal"],"rules":[],"skill":"med","slug":"sarenrae","source":{"value":"Pathfinder Core Rulebook"},"spells":{"1":"Compendium.pf2e.spells-srd.y6rAdMK6EFlV6U0t","3":"Compendium.pf2e.spells-srd.sxQZ6yqTn0czJxVd","4":"Compendium.pf2e.spells-srd.IarZrgCeaiUqOuRu"},"weapons":["scimitar"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"bTLubyBje8InAvED","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BStw1cANwx5baL6d"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Armor Proficiency (Light)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat more than once. Each time, you become trained in the next type of armor above.</p>"},"level":{"value":1},"location":null,"maxTakable":3,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.heavy.rank","priority":41,"value":"max(min(1,@actor.system.martial.light.rank)*min(1,@actor.system.martial.medium.rank))"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","priority":41,"value":"min(1,@actor.system.martial.light.rank)"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.light.rank","priority":41,"value":1}],"slug":"armor-proficiency","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"vi4vbttaGuWGjMzf","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BStw1cANwx5baL6d"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Armor Proficiency (Medium)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat more than once. Each time, you become trained in the next type of armor above.</p>"},"level":{"value":1},"location":"general-3","maxTakable":3,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.heavy.rank","priority":41,"value":"max(min(1,@actor.system.martial.light.rank)*min(1,@actor.system.martial.medium.rank))"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","priority":41,"value":"min(1,@actor.system.martial.light.rank)"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.light.rank","priority":41,"value":1}],"slug":"armor-proficiency","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2XJkJhneWNED2EJz","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Resist Energy (Level 2)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"scroll"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.Fr58LDSrbndgld9n]</em></p><hr /><p>Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.</p>\n<p>To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one 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).</p>\n<p>Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":12}},"quantity":1,"rules":[],"size":"med","slug":"scroll-of-2nd-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Fr58LDSrbndgld9n"}},"img":"systems/pf2e/icons/spells/resist-energy.webp","name":"Resist Energy","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.con2Hzt47JjpuUej]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The resistance increases to 10, and you can target up to two creatures.</p>\n<p><strong>Heightened (7th)</strong> The resistance increases to 15, and you can target up to five creatures.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"4":{"target":{"value":"2 creatures"}},"7":{"target":{"value":"5 creatures"}}},"type":"fixed"},"level":{"value":2},"location":{"heightenedLevel":2,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"resist-energy","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":[]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","arcane","divine","occult","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"otaTgfXMMGP1j15O","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Restoration (Level 2)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"scroll"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.SnaLVgxZ9ryUFmUr]</em></p><hr /><p>Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.</p>\n<p>To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one 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).</p>\n<p>Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":12}},"quantity":1,"rules":[],"size":"med","slug":"scroll-of-2nd-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.SnaLVgxZ9ryUFmUr"}},"img":"systems/pf2e/icons/spells/restoration.webp","name":"Restoration","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.</p>\n<ul>\n<li><strong>Lessen a Toxin</strong> Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.</li>\n<li><strong>Reduce a Condition</strong> Reduce the value of the target's @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm], @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7], or @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg] condition by 2. You can instead reduce two of the listed conditions by 1 each.</li>\n</ul>\n<hr />\n<p><strong>Heightened (4th)</strong> Add @UUID[Compendium.pf2e.conditionitems.4D2KBtexWXa6oUMR] to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's @UUID[Compendium.pf2e.conditionitems.3uh1r86TzbQvosxv] value by 1. You can't use this to reduce a permanent Doomed condition.</p>\n<p><strong>Heightened (6th)</strong> As the 4th-level restoration, but you can reduce a permanent Doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"restoration","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1 minute"},"traditions":{"value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["healing"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","divine","occult","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"HuEg5bX3R6KMG3vh","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.yxDOmx3VYSWoAEMa"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/scroll-case.webp","name":"Scroll Case","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{}},"quantity":1,"rules":[],"size":"med","slug":"scroll-case","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Kyra (Level 3)","prototypeToken":{"name":"Kyra","texture":{"src":"systems/pf2e/icons/iconics/Kyra.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"bonusbulk":0,"hp":{"temp":0,"value":32},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"min":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["str","dex","wis","cha"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/icons/deity/Sarenrae.webp","value":"Saranrae"},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"min":1,"value":3},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{"heavy":{"rank":0},"light":{"rank":0},"medium":{"rank":0}},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":1},"heroPoints":{"max":3,"value":1}},"saves":{"fortitude":{"rank":0,"value":0},"reflex":{"rank":0,"value":0},"will":{"rank":0,"value":0}},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":1},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":1},"rel":{"rank":2},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["common","kelish"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.eSS9gEzLAY4mqfIk"}}}
{"_id":"eZs6vj4m99XFUVIV","img":"systems/pf2e/icons/iconics/DajiFull.webp","items":[{"_id":"D8U1Cus37ap3DlEt","flags":{"core":{"sourceId":"Compendium.pf2e.familiar-abilities.rs4Awf4k1e0Mj797"}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Cantrip Connection","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"familiar","description":{"value":"<p>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.</p>"},"requirements":{"value":""},"rules":[],"slug":"cantrip-connection","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"FMjxHz8N75Pi731Q","flags":{"core":{"sourceId":"Compendium.pf2e.familiar-abilities.gPceRQqO847lvSnb"}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Share Senses","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"familiar","description":{"value":"<p>Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect.</p>"},"frequency":{"max":1,"per":"PT10M"},"requirements":{"value":""},"rules":[],"slug":"share-senses","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"4LFPgnSWDr7izqUO","flags":{"core":{"sourceId":"Compendium.pf2e.familiar-abilities.FlRUb8U13Crj3NaA"}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Scent","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"familiar","description":{"value":"<p>It gains scent (imprecise, 30 feet).</p>"},"requirements":{"value":""},"rules":[{"acuity":"imprecise","key":"Sense","range":30,"selector":"scent"}],"slug":"scent","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"}],"name":"Daji (Level 5)","prototypeToken":{"name":"Daji","texture":{"src":"systems/pf2e/icons/iconics/Daji.webp"}},"system":{"attributes":{"hp":{"temp":0,"value":0}},"details":{"creature":{"value":"Nine-Tailed Fox"}},"master":{"ability":"int","id":""},"resources":{},"schema":{"version":0.84,"lastMigration":null}},"type":"familiar","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.eZs6vj4m99XFUVIV"}}}
{"_id":"ezTV9Y2VozwOQphA","img":"systems/pf2e/icons/iconics/QuinnFull.webp","items":[{"_id":"1iXW88VNUJeCM0Gc","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"h8w0ny7vgftb1lsh","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uhHg9BXBiHpL5ndS"},"pf2e":{"itemGrants":{"methodology":{"id":"iphs16zdva9vszm9"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Methodology","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies are as follows:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.ln2Y1a4SxlU9sizX]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.O3IX7rTxXWWvDVM3]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.UIHUNNYZyQ3p4Vmo]</li>\n</ul>"},"level":{"value":1},"location":"d5azbzr7gchwm56b","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 investigator class feature","predicate":["item:level:1","item:trait:investigator","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.ln2Y1a4SxlU9sizX"},{"value":"Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr"},{"value":"Compendium.pf2e.classfeatures.O3IX7rTxXWWvDVM3"},{"value":"Compendium.pf2e.classfeatures.UIHUNNYZyQ3p4Vmo"}],"flag":"methodology","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Investigator.Methodology.Prompt","selection":"Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.methodology}"}],"slug":"methodology","source":{"value":""},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"in1j7x5oy7kthidn","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.lgo65ldX7WkXC8Ir"},"pf2e":{"itemGrants":{"deviseAStratagem":{"id":"2ls9whvgpcatje07"}}}},"img":"systems/pf2e/icons/features/classes/devise-a-stratagem.webp","name":"Devise a Stratagem","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You can play out a battle in your head, using brains rather than brawn to execute an attack.</p>\n<p>You gain the @UUID[Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL] action.</p>"},"level":{"value":1},"location":"d5azbzr7gchwm56b","prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","option":"devise-a-stratagem","toggleable":true},{"ability":"int","key":"FlatModifier","predicate":["class:investigator","devise-a-stratagem",{"or":["item:trait:agile","item:trait:finesse",{"and":["item:ranged",{"not":"item:thrown-melee"}]},"item:base:sap"]}],"selector":"attack-roll","type":"ability"},{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL"}],"slug":"devise-a-stratagem","source":{"value":""},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9ziiyqe3jrpaguoq","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.6FasgIXUJ1X8ekRn"},"pf2e":{"itemGrants":{"onTheCase":{"id":"6mpews0v5elm5rxr"},"onTheCase2":{"id":"p2fgidjsifowspa0"}}}},"img":"systems/pf2e/icons/features/classes/on-the-case.webp","name":"On the Case","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: @UUID[Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX] and @UUID[Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj].</p>"},"level":{"value":1},"location":"d5azbzr7gchwm56b","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX"},{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj"}],"slug":"on-the-case","source":{"value":""},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"x2n4cdwsx6fix6nu","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.2Fe4YZCvAr9Yf6w7"}},"img":"systems/pf2e/icons/features/classes/strategic-strike.webp","name":"Strategic Strike","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to @UUID[Compendium.pf2e.classfeatures.lgo65ldX7WkXC8Ir]{Devising a Stratagem}, you deal an additional 1d6 precision damage.</p>\n<p>As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.</p>"},"level":{"value":1},"location":"d5azbzr7gchwm56b","prerequisites":{"value":[]},"rules":[{"category":"precision","dieSize":"d6","key":"DamageDice","predicate":["devise-a-stratagem"],"selector":"strike-damage","value":{"brackets":[{"end":4,"value":{"diceNumber":1}},{"end":8,"start":5,"value":{"diceNumber":2}},{"end":12,"start":9,"value":{"diceNumber":3}},{"end":16,"start":13,"value":{"diceNumber":4}},{"start":17,"value":{"diceNumber":5}}]}}],"slug":"strategic-strike","source":{"value":""},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"d5azbzr7gchwm56b","flags":{"core":{"sourceId":"Compendium.pf2e.classes.4wrSCyX6akmyo7Wj"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/investigator.webp","name":"Investigator","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>You seek to uncover the truth, doggedly pursuing leads to reveal the plots of devious villains, discover ancient secrets, or unravel other mysteries. Your analytical mind quickly formulates solutions to complicated problems and your honed senses identify even the most obscure clues. Wielding knowledge as a weapon, you study the creatures and dangers you encounter to exploit their weaknesses.</em></p>\n<p><strong>KEY ABILITY: INTELLIGENCE</strong></p>\n<p>At 1st level, your class gives you an ability boost to Intelligence.</p>\n<p><strong>HIT POINTS</strong> 8 plus your Constitution modifier</p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Investigator</h1>\n<h2>During Combat Encounters...</h2>\n<p>Your keen insights regarding your foes make you more dangerous than your physical strength would suggest. After spending a moment to study your enemies, your perceptiveness allows you to act quickly, striking them where it hurts most.</p>\n<p>You often assist tougher members of your party, wisely protecting yourself while providing vital aid.</p>\n<h2>During Social Encounters...</h2>\n<p>Few can stand up against your scrutiny. You might not be the most charming, but you see things for what they really are and develop an understanding of a social situation rapidly. Every conversation is an investigation, after all, and you never know what you might uncover!</p>\n<h2>While Exploring...</h2>\n<p>You look for clues in your environment. You often prove yourself to be a valuable ally by serving as a party scout, analyzing the intricacies of puzzles or mysterious phenomena, and pursuing leads that could reveal beneficial information.</p>\n<h2>In Downtime</h2>\n<p>You study up on subjects new and old, make new allies you can share information with, and pursue hobbies that keep your active mind satisfied. You might make a bit of coin on the side working as a private detective or consulting with the local constabulary.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Start asking questions-including several that are quite involved-immediately after you're presented with a conundrum.</li>\n<li>Strive to uncover the deeper meanings behind anything you encounter and to identify the social machinations that truly drive events behind the scenes.</li>\n<li>Get so involved in a case that you ignore other matters, deeming them trivial.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Find the cascades of information you spout forth extremely helpful, if difficult to fully comprehend.</li>\n<li>Get a bit annoyed that you're such a know-it-all.</li>\n<li>Rely on you to solve mysteries, puzzles, or other challenges requiring intellectual curiosity and reasoning.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Society</p>\n<p>Trained in one or more skills determined by your methodology</p>\n<p>Trained in a number of additional skills equal to 4 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple and martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in investigator class DC</p>\n<h1>Class Features</h1>\n<p>You gain these abilities as an investigator. Abilities gained at higher levels list the level at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, on the case, Devise a Strategen, methodology, investigator feat, strategic strike 1d6</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, keen recollection, skill increase, skill lesson</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, skill increase, skillful lesson, strategic strike 2d6, weapon expertise</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, skill increase, skillful lesson, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, great fortitude, investigator expertise, skill increase, skillful lesson, strategic strike 3d6</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Deductive improvisation, general feat. resolve, skill increase, skillful lesson</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, incredible senses, light armor expertise, skill increase, skillful lesson, strategic strike 4d6, weapon mastery</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, evastion, general feat, greater weapon specialization, skill increase, skillful lesson</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, greater resolve, skill increase, skillful lesson, strategic strike 5d6</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Investigator feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, light armor mastery, master detective, skill increase, skillful lesson</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, Investigator feat, skill feat, skill increase</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>On the Case</h2>\n<p>As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: @UUID[Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX] and @UUID[Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj].</p>\n<h2>Devise a Strategem</h2>\n<p>You can play out a battle in your head, using brains rather than brawn to execute an attack.</p>\n<p>@UUID[Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL]{Devise a Strategem}</p>\n<h2>Methodology</h2>\n<p>Your studies have made you savvy in many areas,; but one in particular drew your intense interest.</p>\n<p>Choose a methodology. The methodologies presented in this book are as follow:</p>\n<p>@UUID[Compendium.pf2e.classfeatures.ln2Y1a4SxlU9sizX]</p>\n<p>@UUID[Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr]{Empiricism Methology}</p>\n<p>@UUID[Compendium.pf2e.classfeatures.O3IX7rTxXWWvDVM3]</p>\n<p>@UUID[Compendium.pf2e.classfeatures.UIHUNNYZyQ3p4Vmo]</p>\n<h2>Investigator Feats</h2>\n<p>At 1st level and every even-numbered level, you gain an investigator class feat.</p>\n<h2>Strategic Strike</h2>\n<p>When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.</p>\n<p>As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 2</span></h2>\n<p>You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or to become an expert in one skill in which you're already trained.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Keen Recollection <span style=\"float: right;\">Level 3</span></h2>\n<p>You can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.</p>\n<h2>Skillful Lessons<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Weapon Expertise<span style=\"float: right;\">Level 5</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.</p>\n<h2>Vigilant Senses<span style=\"float: right;\">Level 7</span></h2>\n<p>Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank in Perception increases to master.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 7</span></h2>\n<p>You can inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.</p>\n<h2>Great Fortitude<span style=\"float: right;\">Level 9</span></h2>\n<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Investigator Expertise<span style=\"float: right;\">Level 9</span></h2>\n<p>You've refined your investigative techniques to an exceptional degree. Your circumstance bonus from Pursue a Lead increases to +2. Your proficiency rank for your investigator class DC increases to expert.</p>\n<h2>Deductive Improvisation<span style=\"float: right;\">Level 11</span></h2>\n<p>You use your skills at deduction to perform whatever task is necessary to solve the case. You can attempt any check that requires you to be trained in a skill, even if you're untrained in it; you can attempt any check that requires you to have expert proficiency in a skill so long as you're trained in it; and you can attempt any check that requires you to have master proficiency in a skill as long as you have expert proficiency in it.</p>\n<h2>Resolve<span style=\"float: right;\">Level 11</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2>Incredible Senses<span style=\"float: right;\">Level 13</span></h2>\n<p>You notice things that are almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2>Light Armor Expertise<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2>Weapon Mastery<span style=\"float: right;\">Level 13</span></h2>\n<p>You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.</p>\n<h2>Evasion<span style=\"float: right;\">Level 15</span></h2>\n<p>You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Greater Weapon Specialization<span style=\"float: right;\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Greater Resolve<span style=\"float: right;\">Level 17</span></h2>\n<p>Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.</p>\n<h2>Light Armor Mastery<span style=\"float: right;\">Level 19</span></h2>\n<p>Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.</p>\n<h2>Master Detective<span style=\"float: right;\">Level 19</span></h2>\n<p>As a master detective, you can solve any case and find all the clues available. If you're pursuing the subject of a lead and you enter a new location that includes another clue toward solving the mystery, the GM informs you of the existence of the clue and its type: an object, person, spell effect, or the like. When you find the clue, the GM informs you that you've done so. If there is more than one clue in the location, the GM chooses one to inform you about. When you find any of the clues in that location, the GM informs you that you've done so, even if it wasn't the clue they'd chosen or there are other clues you haven't found. Your proficiency rank for your investigator class DC increases to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0abc3":{"img":"systems/pf2e/icons/features/classes/deductive-improvisation.webp","level":11,"name":"Deductive Improvisation","uuid":"Compendium.pf2e.classfeatures.malYpr0CYL4fDGhr"},"3ss71":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":15,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"71q10":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":13,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"fofuw":{"img":"systems/pf2e/icons/features/classes/on-the-case.webp","level":1,"name":"On the Case","uuid":"Compendium.pf2e.classfeatures.6FasgIXUJ1X8ekRn"},"gvvwp":{"img":"systems/pf2e/icons/features/classes/weapon-mastery.webp","level":13,"name":"Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.i6563IU7x4L9oRgC"},"j15np":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":5,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"lqbki":{"img":"systems/pf2e/icons/features/classes/keen-recollection.webp","level":3,"name":"Keen Recollection","uuid":"Compendium.pf2e.classfeatures.DZWQspPi4IkfXV2E"},"ly271":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"mb94u":{"img":"systems/pf2e/icons/features/classes/light-armor-master.webp","level":19,"name":"Light Armor Mastery (Level 19)","uuid":"Compendium.pf2e.classfeatures.SHpjmM4A3Sw4GgDz"},"o89io":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Methodology","uuid":"Compendium.pf2e.classfeatures.uhHg9BXBiHpL5ndS"},"oktpj":{"img":"systems/pf2e/icons/features/classes/investigator-expertise.webp","level":9,"name":"Investigator Expertise","uuid":"Compendium.pf2e.classfeatures.PFvB79O2VFdiAeSj"},"qfhwe":{"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","level":9,"name":"Great Fortitude","uuid":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"},"qwerc":{"img":"systems/pf2e/icons/features/classes/master-detective.webp","level":19,"name":"Master Detective","uuid":"Compendium.pf2e.classfeatures.flEx8eY0NinF9XZU"},"rz4r2":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"sesh2":{"img":"systems/pf2e/icons/features/classes/greater-resolve.webp","level":17,"name":"Greater Resolve","uuid":"Compendium.pf2e.classfeatures.5LOARurr4qWkfS9K"},"skjy3":{"img":"systems/pf2e/icons/features/classes/devise-a-stratagem.webp","level":1,"name":"Devise a Stratagem","uuid":"Compendium.pf2e.classfeatures.lgo65ldX7WkXC8Ir"},"u3nsr":{"img":"systems/pf2e/icons/features/classes/strategic-strike.webp","level":1,"name":"Strategic Strike","uuid":"Compendium.pf2e.classfeatures.2Fe4YZCvAr9Yf6w7"},"vv9fi":{"img":"systems/pf2e/icons/features/classes/skillful-lessons.webp","level":3,"name":"Skillful Lessons","uuid":"Compendium.pf2e.classfeatures.dmK1wya8GBi9MmCB"},"vxchn":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Light Armor Expertise","uuid":"Compendium.pf2e.classfeatures.pZYkb12t5DSwtts7"},"xvwjc":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"y1tah":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":11,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"}},"keyAbility":{"selected":"int","value":["int"]},"perception":2,"rules":[],"savingThrows":{"fortitude":1,"reflex":2,"will":2},"skillFeatLevels":{"value":[2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]},"skillIncreaseLevels":{"value":[2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]},"slug":"investigator","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedSkills":{"additional":4,"value":["soc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"iphs16zdva9vszm9","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr"},"pf2e":{"grantedBy":{"id":"h8w0ny7vgftb1lsh"},"itemGrants":{"empiricismMethodology":{"id":"pv9378wqjm2vfg1b"},"empiricismMethodology2":{"id":"u6mcu3xvmzcu2t9s"}}}},"img":"systems/pf2e/icons/features/classes/empiricism-methodology.webp","name":"Empiricism Methodology","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Everything comes down to data. Calculating statistics, running numbers, and using inductive reasoning allows you to determine the most likely outcome of any scenario, and anything out of place draws your keen attention.</p>\n<p>You are trained in one Intelligence-based skill of your choice. You gain the @UUID[Compendium.pf2e.feats-srd.pIHjH1x0AVtiX5Tv] investigator feat, and you gain the @UUID[Compendium.pf2e.actionspf2e.jftNJjBNxp2cleoi] free action.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.pIHjH1x0AVtiX5Tv"},{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.jftNJjBNxp2cleoi"},{"adjustName":false,"choices":[{"label":"PF2E.SkillArc","value":"arc"},{"label":"PF2E.SkillCra","value":"cra"},{"label":"PF2E.SkillOcc","value":"occ"},{"label":"PF2E.SkillSoc","value":"soc"}],"flag":"skill","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"arc"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.{item|flags.pf2e.rulesSelections.skill}.rank","value":1}],"slug":"empiricism-methodology","source":{"value":""},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pv9378wqjm2vfg1b","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.pIHjH1x0AVtiX5Tv"},"pf2e":{"grantedBy":{"id":"iphs16zdva9vszm9"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"That's Odd","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious.</p>\n<p>For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.</p>\n<p>You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[],"slug":"thats-odd","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"u6mcu3xvmzcu2t9s","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.jftNJjBNxp2cleoi"},"pf2e":{"grantedBy":{"id":"iphs16zdva9vszm9"}}},"img":"systems/pf2e/icons/actions/FreeAction.webp","name":"Expeditious Inspection","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per 10 minutes</p>\n<hr />\n<p>You observe and assess your surroundings with great speed. You @UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo], @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ], or @UUID[Compendium.pf2e.actionspf2e.1xRFPTFtWtGJ9ELw].</p>"},"requirements":{"value":""},"rules":[],"slug":"expeditious-inspection","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"2ls9whvgpcatje07","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL"},"pf2e":{"grantedBy":{"id":"in1j7x5oy7kthidn"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Devise a Stratagem","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per round</p>\n<hr />\n<p>You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see, and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.</p>\n<p>When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait) or @UUID[Compendium.pf2e.equipment-srd.TLQErnOpM9Luy7rL].</p>\n<p>If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.</p>"},"requirements":{"value":""},"rules":[],"slug":"devise-a-stratagem","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["concentrate","fortune","investigator"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"6mpews0v5elm5rxr","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX"},"pf2e":{"grantedBy":{"id":"9ziiyqe3jrpaguoq"}}},"img":"systems/pf2e/icons/default-icons/mystery-man.svg","name":"Pursue a Lead","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per 10 minutes</p>\n<hr />\n<p>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.</p>\n<p>Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom or Charisma.</p>\n<p>You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.</p>"},"requirements":{"value":""},"rules":[{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.Investigator.PursueALead.Label","option":"pursue-a-lead","toggleable":true},{"key":"FlatModifier","predicate":["pursue-a-lead"],"selector":["perception","skill-check"],"type":"circumstance","value":{"brackets":[{"end":8,"value":1},{"start":9,"value":2}]}}],"slug":"pursue-a-lead","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["concentrate","exploration","investigator"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"p2fgidjsifowspa0","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj"},"pf2e":{"grantedBy":{"id":"9ziiyqe3jrpaguoq"}}},"img":"systems/pf2e/icons/actions/Reaction.webp","name":"Clue In","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per 10 minutes</p>\n<p><strong>Trigger</strong> Another creature attempts a check to investigate a lead you're pursuing</p>\n<hr />\n<p>You share information with the triggering creature.</p>\n<p>They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from @UUID[Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX]. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.vhSYlQiAQMLuXqoc]</p>"},"requirements":{"value":""},"rules":[],"slug":"clue-in","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["concentrate","investigator"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"rwfmt41wdb7wtltb","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.Phvnfdmz4bB7jrI3"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Barrister","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["cha","int"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>Piles of legal manuals, stern teachers, and experience in the courtroom have instructed you in legal matters. You're capable of mounting a prosecution or defense in court, and you tend to keep abreast of local laws, as you never can tell when you might need to know them on short notice.</p>\n<p>Choose two ability boosts. One must be to <strong>Intelligence</strong> or <strong>Charisma</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Diplomacy skill and the Legal Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.KpFetnUqTiweypZk] skill feat.</p>"},"items":{"d4ikn":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Group Impression","uuid":"Compendium.pf2e.feats-srd.KpFetnUqTiweypZk"}},"rules":[],"slug":"barrister","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Legal Lore","trainedSkills":{"value":["dip"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"3wkgxx2q5hdu6wvk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.KpFetnUqTiweypZk"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Group Impression","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary.</p>"},"level":{"value":1},"location":"rwfmt41wdb7wtltb","prerequisites":{"value":[{"value":"trained in Diplomacy"}]},"rules":[],"slug":"group-impression","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"falVVBjsHUxProcC","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Legal Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"sXOOlgoZJjx8rSVO","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lwLcUHQMOqfaNND4"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cooperative Nature","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"cooperative-nature","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"PHTi9vyeJECNOBPL","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.iWvpq3uDZcXvBJj8"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Known Weaknesses","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Whenever you @UUID[Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL]{Devise a Strategem}, you can also attempt a check to @UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo] as part of that action. 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This applies only the first time you critically hit a given creature.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"strategic-assessment","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0Der8AY5DEhYC7mA","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.0N8TtGSk5enoLBZ8"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Eye For Numbers","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"skill","description":{"value":"<p>You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance.</p>\n<p>You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number.</p>\n<p>For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all.</p>\n<p>You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example.</p>\n<p>In addition, when you attempt to @UUID[Compendium.pf2e.actionspf2e.d9gbpiQjChYDYA2L] that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Society"}]},"rules":[{"key":"FlatModifier","label":"Eye for Number (decipher numerical writing)","predicate":["action:decipher-writing","numerical"],"selector":"skill-check","type":"circumstance","value":2}],"slug":"eye-for-numbers","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"PGk3bwSgqktjxRDL","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Dvz54d6aPhjsmUux"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Lie To Me","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn't apply if you don't have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Deception"}]},"rules":[],"slug":"lie-to-me","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"B3wXxQbsqVz6R6r0","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.pekKtubQTkG9m1xK"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quiet Allies","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You're skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls.</p>"},"level":{"value":2},"location":"skill-3","prerequisites":{"value":[{"value":"expert in Stealth"}]},"rules":[],"slug":"quiet-allies","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2aTCJ652Ur8kKmNd","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.yUuU9xyotrpwpTyC"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Read Lips","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know. If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you.</p>"},"level":{"value":1},"location":"skill-5","prerequisites":{"value":[{"value":"trained in Society"}]},"rules":[],"slug":"read-lips","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"09ks8S7uvYGCWIvo","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8eTGOQ9P69405jIO"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-tools/forensic-dye.webp","name":"Forensic Dye","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">1</span> Interact</p>\n<p>Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance.</p>\n<p>Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in contact with an exact match for the activating chemical, it takes on a bright blue hue, while staying transparent in areas where there is no activating component present.</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":2,"rules":[],"size":"med","slug":"forensic-dye","source":{"value":"Pathfinder Advanced Player's Guide"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"eAgY8feqBWTRmVxu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Wf94e8YNhZdIvWc9"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/ghost-charge.webp","name":"Ghost Charge (Moderate)","sort":300000,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":1},"bonusDamage":{"value":null},"category":"martial","containerId":null,"damage":{"damageType":"positive","dice":2,"die":"d8"},"description":{"value":"<p><strong>Usage</strong> held in 1 hand</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Strike</p>\n<hr />\n<p>These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures.</p>\n<p>A ghost charge gives a +1 item bonus to attack rolls, deals [[/r 2d8]] positive damage and 2 positive splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. A primary target that takes damage from a ghost charge becomes @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} until the start of your next turn.</p>\n<p>Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":10}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":20,"reload":{"value":"-"},"rules":[{"key":"Note","selector":"{item|_id}-damage","text":"PF2E.BombNotes.GhostCharge.Moderate.success"}],"size":"med","slug":"ghost-charge-moderate","source":{"value":"Pathfinder Advanced Player's Guide"},"splashDamage":{"value":2},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["alchemical","bomb","consumable","positive","splash"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"4G39ycRvksr3cw7V","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.npSWkkSsQfiKixPO"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-tools/orgin-unguent.webp","name":"Origin Unguent","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":"1","value":"1"},"consumableType":{"value":"potion"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">1</span> Interact</p>\n<p>This shimmering, violet unguent forms mild chemical bonds between objects with a matching composition. You apply the adhesive to two objects, or to an object and a creature. You can check if the two share an origin (such as if they were broken from the same whole, or if a poison sample or body part came from the same creature) by holding them together with the unguent between; if they match, the unguent becomes sticky.</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":6}},"quantity":2,"rules":[],"size":"med","slug":"origin-unguent","source":{"value":"Pathfinder Advanced Player's Guide"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"rQkyJ79hKCnrQJNU","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":-100000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":15,"rules":[],"size":"med","slug":"gold-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"LkghwEgxgiyGkZ09","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5GbC7RTgyAeaOcAI"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/magnifying-glass.webp","name":"Magnifying Glass","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":40}},"quantity":1,"rules":[{"key":"FlatModifier","label":"Magnifying Glass (minute details)","predicate":["minute-details"],"selector":"perception","type":"item","value":1}],"size":"med","slug":"magnifying-glass","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"JpG7uT6GPYeQedPa","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.SgtqZxt26BdjUmEB"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/acid-flask.webp","name":"Acid Flask (Moderate)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":1},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"acid","dice":1,"die":"","persistent":{"faces":6,"number":2,"type":"acid"}},"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Strike</p>\n<p>This flask filled with corrosive acid deals 1 acid damage, 2d6 persistent acid damage, and 2 acid splash damage. You gain a +1 item bonus to attack rolls.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":10}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":2,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"acid-flask-moderate","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":2},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["acid","alchemical","bomb","consumable","splash"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"aOV8gjreKUbixWzR","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"int","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"cha","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"Qtls8ERmkaGXwrSu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"mm2nafqly7j9qr8i","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"RI7bSniOWCkeu5nq","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.i4yRvVwvXbGZDsD1"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Canny Acumen (Fortitude)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"choices":[{"label":"PF2E.SavesFortitude","value":"system.saves.fortitude.rank"},{"label":"PF2E.SavesReflex","value":"system.saves.reflex.rank"},{"label":"PF2E.SavesWill","value":"system.saves.will.rank"},{"label":"PF2E.PerceptionLabel","value":"system.attributes.perception.rank"}],"flag":"cannyAcumen","key":"ChoiceSet","selection":"system.saves.fortitude.rank"},{"key":"ActiveEffectLike","mode":"upgrade","path":"{item|flags.pf2e.rulesSelections.cannyAcumen}","value":{"brackets":[{"end":16,"start":1,"value":2},{"start":17,"value":3}]}}],"slug":"canny-acumen","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"N42hntAeEUmBwOT4","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.qpzL9UnTi4cDhy6J"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/cognitive-mutagen.webp","name":"Cognitive Mutagen (Moderate)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"mutagen"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<hr />\n<p>Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.</p>\n<p><strong>Benefit</strong> You gain a +2 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to @UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo]. Your critical failures on Recall Knowledge checks become failures instead.</p>\n<p><strong>Drawback</strong> You take a -2 penalty to weapon and unarmed attack rolls, Athletics checks, and acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.</p>\n<p><strong>Duration</strong> 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.ztxW3lBPRcesF7wK]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":12}},"quantity":1,"rules":[],"size":"med","slug":"cognitive-mutagen-moderate","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","mutagen","polymorph"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"jwZAeCmuxB0hrkds","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VitLIpdIAmKlGb7i"}},"img":"systems/pf2e/icons/equipment/weapons/sword-cane.webp","name":"Sword Cane","sort":0,"system":{"MAP":{"value":""},"baseItem":"sword-cane","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>This slender, rapier-like sword is concealed within a wooden or metal cane that serves as a sheath, making it an inconspicuous weapon easy to slip past inspections or into high-society events. A sword cane is typically 4 feet long when sheathed, and its hilt is usually capped with a wooden or metal decoration.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":5}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"sword-cane","source":{"value":"Pathfinder Advanced Player's Guide"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["agile","concealable","finesse"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"}],"name":"Quinn (Level 5)","prototypeToken":{"name":"Quinn","texture":{"src":"systems/pf2e/icons/iconics/Quinn.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":53},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["str","dex","int","wis"],"5":["dex","con","int","cha"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"LG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":2},"dec":{"rank":2},"dip":{"rank":2},"itm":{"rank":0},"med":{"rank":1},"nat":{"rank":1},"occ":{"rank":1},"prf":{"rank":1},"rel":{"rank":1},"soc":{"rank":2},"ste":{"rank":2},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["kelish","mwangi","osiriani","varisian","vudrani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.ezTV9Y2VozwOQphA"}}}
{"_id":"fA0g6IWg7CR1feg1","img":"systems/pf2e/icons/iconics/MerisielFull.webp","items":[{"_id":"UiFBg6Eav0Dlrzms","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Underworld Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"O1Sym5ibcTmGSlXG","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.PgKmsA2aKdbLU6O0"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/elf.svg","name":"Elf","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["celestial","draconic","gnoll","gnomish","goblin","orcish","sylvan"]},"boosts":{"0":{"value":["dex"]},"1":{"value":["int"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving the world in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes, most notably from terrible demons that have invaded parts of their lands. To some, the elves are objects of awe—graceful and beautiful, with immense talent and knowledge. Among themselves, however, the elves place far more importance on personal freedom than on living up to these ideals.</em></p>\n<hr />\n<p>Elves combine otherworldly grace, sharp intellect, and mysterious charm in a way that is practically magnetic to members of other ancestries. They are often voraciously intellectual, though their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Valuing kindness and beauty, elves ever strive to improve their manners, appearance, and culture.</p>\n<p>Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They're slow to build friendships outside their kinsfolk, but for a specific reason: they subtly and deeply attune to their environment and their companions. There's a physical element to this attunement, but it isn't only superficial. Elves who spend their lives among shorter‑lived peoples often develop a skewed perception of their own mortality and tend to become morose after watching generation after generation of companions age and die. These elves are called the Forlorn.</p>\n<p>If you want a character who is magical, mystical, and mysterious, you should play an elf.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Carefully curate your relationships with people with shorter lifespans, either keeping a careful emotional distance or resigning yourself to outliving them.</li>\n<li>Adopt specialized or obscure interests simply for the sake of mastering them.</li>\n<li>Have features such as eye color, skin tone, hair, or mannerisms that reflect the environment in which you live.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Focus on your appearance, either admiring your grace or treating you as if you're physically fragile.</li>\n<li>Assume you practice archery, cast spells, fight demons, and have perfected one or more fine arts.</li>\n<li>Worry that you privately look down on them, or feel like you're condescending and aloof.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and almond-shaped, featuring large and vibrant-colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.</p>\n<p>Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elven fashion, like the elves themselves, tends to reflect their surroundings. Elves living in the forests and other wilderness locales wear clothing that plays off the terrain and flora of their homes, while those who live in cities tend to wear the latest fashions.</p>\n<p>Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century, once they've experienced more, held several occupations, and outlived a generation of shorter-lived people. A typical elf can live to around 600 years old.</p>\n<h2>Society</h2>\n<p>Elven culture is deep, rich, and on the decline. Their society peaked millennia ago, long before they fled the world to escape a great calamity. They've since returned, but rebuilding is no easy task. Their inborn patience and intellectual curiosity make elves excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge. Elven architecture displays their deep appreciation of beauty, and elven cities are wondrous works of art.</p>\n<p>Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which the elves call ilduliel, but these antagonistic relationships can sometimes blossom into friendships over time.</p>\n<h2>Alignment and Religion</h2>\n<p>Elves are often emotional and capricious, yet they hold high ideals close to their hearts. As such, many are chaotic good. They prefer deities who share their love of all things mystic and artistic. Desna and Shelyn are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry. Calistria is the most notorious of elven deities, as she represents many of the elven ideals taken to the extreme.</p>\n<h2>Adventurers</h2>\n<p>Many elves adventure to find beauty and discover new things. Typical backgrounds for an elf include emissary, hunter, noble, scholar, or scout. Elves often become rangers or rogues, taking advantage of their dexterity, or alchemists or wizards, exploring their intellectual curiosity.</p>\n<h2>Names</h2>\n<p>An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions. Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue. They so commonly end in '-el' or '-ara' that other cultures sometimes avoid names ending in these syllables to avoid sounding too elven.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Elf Mechanics</h2>\n<p><strong>Hit Points</strong> 6</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 30 feet</p>\n<p><strong>Ability Boosts</strong> Dexterity, Intelligence, Free</p>\n<p><strong>Ability Flaw</strong> Constitution</p>\n<p><strong>Languages</strong> Common, Elven</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Celestial, Draconic, Gnoll, Gnomish, Goblin, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Low-Light Vision</p>"},"flaws":{"0":{"value":["con"]}},"hp":6,"items":{},"languages":{"custom":"","value":["common","elven"]},"reach":5,"rules":[],"size":"med","slug":"elf","source":{"value":"Pathfinder Core Rulebook"},"speed":30,"traits":{"rarity":"common","value":["elf","humanoid"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"mbyFStJTTT4VWNvy","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.1wVDYY9Wue0G5R9Q"}},"img":"systems/pf2e/icons/features/ancestry/whisper-elf.webp","name":"Whisper Elf","sort":0,"system":{"ancestry":{"name":"Elf","slug":"elf","uuid":"Compendium.pf2e.ancestries.PgKmsA2aKdbLU6O0"},"description":{"value":"<p>Your ears are finely tuned, able to detect even the slightest whispers of sound.</p>\n<p>As long as you can hear normally, you can use the @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] action to sense @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] creatures in a @Template[type:cone|distance:60] instead of a @Template[type:cone|distance:30].</p>\n<p>You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a seek action.</p>"},"rules":[{"key":"FlatModifier","label":"Whisper Elf (locate audible undetected within range)","predicate":["target:undetected","target:within-30-feet","target:audible"],"selector":"perception","type":"circumstance","value":2}],"slug":"whisper-elf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"zKwnj3qpzp9BbtAn","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.9lVw1JGl5ser6626"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Criminal","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","int"]},"1":{"selected":"con","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Intelligence</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Stealth skill and the Underworld Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.t3btih0O5RUwWynt] skill feat.</p>"},"items":{"19grf":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Experienced Smuggler","uuid":"Compendium.pf2e.feats-srd.t3btih0O5RUwWynt"}},"rules":[],"slug":"criminal","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Underworld Lore","trainedSkills":{"value":["ste"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"b53UWX1rBBD7Fknk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.t3btih0O5RUwWynt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Experienced Smuggler","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You often smuggle things past the authorities.</p>\n<p>When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10 - whichever is higher - as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result.</p>\n<p>If you're a master in Stealth, the GM uses the number rolled or 15, and if you're legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers.</p>\n<p>This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.</p>\n<p>Due to your smuggling skill, you're more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.</p>\n<hr />\n<p><strong>PFS Note</strong> This feat allows you to Earn Income with Underworld Lore with tasks of your level -1 (instead of the normal level -2).</p>"},"level":{"value":1},"location":"zKwnj3qpzp9BbtAn","prerequisites":{"value":[{"value":"Trained in Stealth"}]},"rules":[],"slug":"experienced-smuggler","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8s5KrVHx1fNMO85a","flags":{"core":{"sourceId":"Compendium.pf2e.classes.LO9STvskJemPkiAI"}},"img":"systems/pf2e/icons/classes/rogue.webp","name":"Rogue","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"Rapier, Sap, Shortbow, and Shortsword","rank":1},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents' missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don't care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.</em></p>\n<p><strong>Key Ability: DEXTERITY OR OTHER</strong></p>\n<p>At 1st level, your class gives you an ability boost to Dexterity or an option from rogue's racket.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1 class=\"title\">Roleplaying the Rogue</h1>\n<h2 class=\"title\">During Combat Encounters...</h2>\n<p>You move about stealthily so you can catch foes unawares. You're a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.</p>\n<h2 class=\"title\">During Social Encounters...</h2>\n<p>Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.</p>\n<h2 class=\"title\">While Exploring...</h2>\n<p>You sneak to get the drop on foes and scout for danger or traps. You're a great asset, since you can disable traps, solve puzzles, and anticipate dangers.</p>\n<h2 class=\"title\">In Downtime...</h2>\n<p>You might pick pockets or trade in illegal goods. You can also become part of a thieves' guild, or even found one of your own.</p>\n<h2 class=\"title\">You Might...</h2>\n<ul>\n<li>Hone your skills through intense practice, both on your own and out in the world.</li>\n<li>Know where to attain illicit goods.</li>\n<li>Skirt or break the law because you think it's meaningless or have your own code.</li>\n</ul>\n<h2 class=\"title\">Others Probably...</h2>\n<ul>\n<li>Find you charming or fascinating, even if they think they know better than to trust you.</li>\n<li>Come to you when they need someone who is willing to take risks or use questionable methods.</li>\n<li>Suspect you're motivated primarily by greed.</li>\n</ul>\n<h1 class=\"title\">Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2 class=\"title\">Perception</h2>\n<p>Expert in Perception</p>\n<h2 class=\"title\">Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Expert in Will</p>\n<h2 class=\"title\">Skills</h2>\n<p>Trained in Stealth</p>\n<p>Trained in one or more skills determined by your rogue's racket</p>\n<p>Trained in a number of additional skills equal to 7 plus your Intelligence modifier</p>\n<h2 class=\"title\">Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in the rapier, sap, shortbow, and shortsword</p>\n<p>Trained in unarmed attacks</p>\n<h2 class=\"title\">Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2 class=\"title\">Class DC</h2>\n<p>Trained in rogue class DC</p>\n<h1 class=\"title\">Class Features</h1>\n<p>You gain these features as a Rogue. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, rogue's racket, sneak attack 1d6, surprise attack, rogue feat, skill feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Deny advantage, general feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Evasion, general feat, skill feat, skill increase, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, debilitating strike, great fortitude, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, improved evasion, incredible senses, light armor expertise, master tricks, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Rogue feat, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, light armor mastery, master strike, skill feat, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, rogue feat, skill feat, skill increase</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Ancestry and Background</h2>\n<p>In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2 class=\"title\">Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2 class=\"title\">Rogue Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a rogue class feat.</p>\n<h2 class=\"title\">Rogue's Racket</h2>\n<p>As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue's racket.</p>\n<p>Rackets can be found here:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.D8qtAo2w4jsqjBrM]{Eldritch Trickster Racket},</li>\n<li>@UUID[Compendium.pf2e.classfeatures.RyOkmu0W9svavuAB]{Mastermind Racket},</li>\n<li>@UUID[Compendium.pf2e.classfeatures.3KPZ7svIO6kmmEKH]{Ruffian Racket},</li>\n<li>@UUID[Compendium.pf2e.classfeatures.ZvfxtUMtfIOLYHyg]{Scoundrel Racket}, and</li>\n<li>@UUID[Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl]{Thief Racket}</li>\n</ul>\n<h2 class=\"title\">Skill Feats</h2>\n<p>You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat.</p>\n<h2 class=\"title\">Sneak Attack</h2>\n<p>When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.</p>\n<p>As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.</p>\n<h2 class=\"title\">Surprise Attack</h2>\n<p>You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.</p>\n<h2 class=\"title\">Skill Increases<span style=\"float:right\">Level 2</span></h2>\n<p>You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or to become an expert in one skill in which you're already trained.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2 class=\"title\">Deny Advantage<span style=\"float:right\">Level 3</span></h2>\n<p>As someone who takes advantage of others' defenses, you are careful not to leave such openings yourself. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>\n<h2 class=\"title\">General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2 class=\"title\">Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2 class=\"title\">Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the initial ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2 class=\"title\">Weapon Tricks<span style=\"float:right\">Level 5</span></h2>\n<p>You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you're wielding.</p>\n<h2 class=\"title\">Evasion<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned to move quickly to avoid explosions, dragons' breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2 class=\"title\">Vigilant Senses<span style=\"float:right\">Level 7</span></h2>\n<p>Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.</p>\n<h2 class=\"title\">Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you're a master, and 4 damage if you're legendary.</p>\n<h2 class=\"title\">Debilitating Strikes<span style=\"float:right\">Level 9</span></h2>\n<p>When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.</p>\n<h3 class=\"title\">@UUID[Compendium.pf2e.actionspf2e.bp0Up04x3dzGK5bB] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Trigger</strong> Your Strike hits a flat-footed creature and deals damage.</p>\n<hr />\n<p>You apply one of the following debilitations, which lasts until the end of your next turn.</p>\n<p><strong>Debilitation</strong> The target takes a -10-foot status penalty to its Speeds.</p>\n<p><strong>Debilitation</strong> The target becomes enfeebled 1.</p>\n<h2 class=\"title\">Great Fortitude<span style=\"float:right\">Level 9</span></h2>\n<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2 class=\"title\">Rogue Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.</p>\n<h2 class=\"title\">Improved Evasion<span style=\"float:right\">Level 13</span></h2>\n<p>You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.</p>\n<h2 class=\"title\">Incredible Senses<span style=\"float:right\">Level 13</span></h2>\n<p>You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2 class=\"title\">Light Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2 class=\"title\">Master Tricks<span style=\"float:right\">Level 13</span></h2>\n<p>You've mastered a rogue's fighting moves. Your proficiency ranks increase to master for all simple weapons and unarmed attacks plus the rapier, sap, shortbow, and shortsword.</p>\n<h2 class=\"title\">Double Debilitation<span style=\"float:right\">Level 15</span></h2>\n<p>Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.</p>\n<h2 class=\"title\">Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2 class=\"title\">Slippery Mind<span style=\"float:right\">Level 17</span></h2>\n<p>You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2 class=\"title\">Light Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.</p>\n<h2 class=\"title\">Master Strike<span style=\"float:right\">Level 19</span></h2>\n<p>You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.</p>\n<h3 class=\"title\">@UUID[Compendium.pf2e.actionspf2e.Rlp7ND33yYfxiEWi] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Trigger</strong> Your Strike hits a flat-footed creature and deals damage.</p>\n<hr />\n<p>The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is enfeebled 2 until the end of your next turn.</p>\n<p><strong>Failure</strong> The target is paralyzed for 4 rounds.</p>\n<p><strong>Critical Failure</strong> The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice).</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0kdn2":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"1nwhg":{"img":"systems/pf2e/icons/features/classes/weapon-tricks.webp","level":5,"name":"Weapon Tricks","uuid":"Compendium.pf2e.classfeatures.v8UNEJR5IDKi8yqa"},"1zn3l":{"img":"systems/pf2e/icons/features/classes/light-armor-master.webp","level":19,"name":"Light Armor Mastery","uuid":"Compendium.pf2e.classfeatures.SHpjmM4A3Sw4GgDz"},"2xl4q":{"img":"systems/pf2e/icons/features/classes/master-tricks.webp","level":13,"name":"Master Tricks","uuid":"Compendium.pf2e.classfeatures.myvcir1LEkaVxOlE"},"4al2i":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"517c6":{"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","level":9,"name":"Great Fortitude","uuid":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"},"6ddtr":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Light Armor Expertise","uuid":"Compendium.pf2e.classfeatures.pZYkb12t5DSwtts7"},"8tar0":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":13,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"cifjd":{"img":"systems/pf2e/icons/features/classes/rogue-expertise.webp","level":11,"name":"Rogue Expertise","uuid":"Compendium.pf2e.classfeatures.f3Dh32EU4VsHu01b"},"e9ikq":{"img":"systems/pf2e/icons/features/classes/sneak-attack.webp","level":1,"name":"Sneak Attack","uuid":"Compendium.pf2e.classfeatures.j1JE61quDxdge4mg"},"g1dmk":{"img":"systems/pf2e/icons/features/classes/improved-evasion.webp","level":13,"name":"Improved Evasion","uuid":"Compendium.pf2e.classfeatures.L5D0NwFXdLiVSnk5"},"hg9s4":{"img":"systems/pf2e/icons/features/classes/slippery-mind.webp","level":17,"name":"Slippery Mind","uuid":"Compendium.pf2e.classfeatures.xmZ7oeTDcQVXegUP"},"i70zj":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"nilrb":{"img":"systems/pf2e/icons/features/classes/debilitating-strikes.webp","level":9,"name":"Debilitating Strikes","uuid":"Compendium.pf2e.classfeatures.9SruVg2lZpNaYLOB"},"odz8x":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Rogue's Racket","uuid":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pfjze":{"img":"systems/pf2e/icons/features/classes/double-debilitation.webp","level":15,"name":"Double Debilitation","uuid":"Compendium.pf2e.classfeatures.W1FkMHYVDg3yTU5r"},"qx6de":{"img":"systems/pf2e/icons/features/classes/surprice-attack.webp","level":1,"name":"Surprise Attack","uuid":"Compendium.pf2e.classfeatures.w6rMqmGzhUahdnA7"},"sjjee":{"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","level":3,"name":"Deny Advantage","uuid":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"},"thypm":{"img":"systems/pf2e/icons/features/classes/master-strike.webp","level":19,"name":"Master Strike","uuid":"Compendium.pf2e.classfeatures.SUUdWG0t33VKa5q4"},"xn3fx":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":7,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"}},"keyAbility":{"selected":"dex","value":["cha","dex","int","str","wis"]},"perception":2,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-rapier.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-sap.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-shortbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-shortsword.rank","value":1}],"savingThrows":{"fortitude":1,"reflex":2,"will":2},"skillFeatLevels":{"value":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]},"skillIncreaseLevels":{"value":[2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]},"slug":"rogue","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":7,"value":["ste"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"MYT2W89ULR6dn9Ol","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pf2e":{"itemGrants":{"thief":{"id":"NKnc8RS06lmbaAFp","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Rogue's Racket","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue's racket.</p>"},"level":{"value":1},"location":"8s5KrVHx1fNMO85a","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Rogue feature","predicate":["item:trait:rogue","item:level:1"]},"choices":[{"value":"Compendium.pf2e.classfeatures.D8qtAo2w4jsqjBrM"},{"value":"Compendium.pf2e.classfeatures.RyOkmu0W9svavuAB"},{"value":"Compendium.pf2e.classfeatures.3KPZ7svIO6kmmEKH"},{"value":"Compendium.pf2e.classfeatures.ZvfxtUMtfIOLYHyg"},{"value":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"}],"flag":"roguesRacket","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Rogue.Racket.Prompt","selection":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"},{"flag":"thief","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.roguesRacket}"}],"slug":"rogues-racket","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"hP6ar2mDLQXWyHJ5","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.j1JE61quDxdge4mg"}},"img":"systems/pf2e/icons/features/classes/sneak-attack.webp","name":"Sneak Attack","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.</p>\n<p>As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.</p>"},"level":{"value":1},"location":"8s5KrVHx1fNMO85a","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.sneakAttackDamage.number","predicate":["class:rogue"],"value":"ternary(lt(@actor.level, 5), 1, ternary(lt(@actor.level, 11), 2, ternary(lt(@actor.level, 17), 3, 4)))"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.sneakAttackDamage.faces","predicate":["class:rogue"],"value":6},{"category":"precision","diceNumber":"@actor.flags.pf2e.sneakAttackDamage.number","dieSize":"d{actor|flags.pf2e.sneakAttackDamage.faces}","key":"DamageDice","predicate":["target:condition:flat-footed",{"or":["item:trait:agile","item:trait:finesse",{"and":["item:ranged",{"not":"item:thrown-melee"}]}]}],"selector":"strike-damage"},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.TOTMToggle.FlatFooted","option":"target:condition:flat-footed","toggleable":"totm"}],"slug":"sneak-attack","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"WkFhOx2qpzj0Oh22","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.w6rMqmGzhUahdnA7"}},"img":"systems/pf2e/icons/features/classes/surprice-attack.webp","name":"Surprise Attack","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.</p>"},"level":{"value":1},"location":"8s5KrVHx1fNMO85a","prerequisites":{"value":[]},"rules":[{"key":"EphemeralEffect","predicate":["encounter:round:1",{"lt":["self:participant:initiative:rank","target:participant:initiative:rank"]},{"or":["self:participant:initiative:stat:deception","self:participant:initiative:stat:stealth"]}],"selectors":["strike-attack-roll","spell-attack-roll","strike-damage","attack-spell-damage"],"uuid":"Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg"}],"slug":"surprise-attack","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"lnSWrji63353p5I2","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"}},"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","name":"Deny Advantage","sort":900,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p><strong>Barbarian</strong> Your foes struggle to pass your defenses. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>\n<hr />\n<p><strong>Rogue</strong> As someone who takes advantage of others' defenses, you are careful not to leave such openings yourself. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>"},"level":{"value":3},"location":"8s5KrVHx1fNMO85a","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"system.attributes.flanking.flatFootable","value":"@actor.level"}],"slug":"deny-advantage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"NKnc8RS06lmbaAFp","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"},"pf2e":{"grantedBy":{"id":"MYT2W89ULR6dn9Ol","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/thief.webp","name":"Thief","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients' defenses by trying to steal something precious.</p>\n<p>When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.</p>\n<p>You are trained in Thievery.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"ability":"dex","key":"FlatModifier","predicate":["item:melee","item:trait:finesse",{"not":"item:category:unarmed"}],"selector":"strike-damage","type":"ability"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.thi.rank","value":1}],"slug":"thief","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"09MfXQoeeQE8KQIW","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AogIo1gHLdz7DyHx"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Forlorn","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"Against emotion effects","predicate":["emotion"],"selector":"saving-throw","type":"circumstance","value":1},{"key":"Note","outcome":["success"],"predicate":["emotion"],"selector":"saving-throw","text":"If you roll a success on a saving throw against an emotion effect, you get a critical success instead.","title":"{item|name}"},{"adjustment":{"success":"one-degree-better"},"key":"AdjustDegreeOfSuccess","predicate":["emotion"],"selector":"saving-throw","type":"save"}],"slug":"forlorn","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"NSRlZZCY6gigbNr2","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.oA866uVEFu1OrAX0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Trap Finder","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't @UUID[Compendium.pf2e.actionspf2e.TiNDYUGlMmxzxBYU]{Searching}, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.</p>\n<p>You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","label":"Trap Finder (detecting or defending against traps)","option":"trap-finder","toggleable":true},{"key":"FlatModifier","label":"Trap Finder (to find traps)","predicate":["trap-finder"],"selector":"perception","type":"circumstance","value":{"brackets":[{"end":2,"start":1,"value":1},{"end":4,"start":3,"value":2}],"field":"actor|system.skills.thi.rank"}},{"key":"FlatModifier","label":"Trap Finder (against traps)","predicate":["trap-finder"],"selector":"ac","type":"circumstance","value":{"brackets":[{"end":2,"start":1,"value":1},{"end":4,"start":3,"value":2}],"field":"actor|system.skills.thi.rank"}},{"key":"FlatModifier","label":"Trap Finder (against traps)","predicate":["trap-finder"],"selector":"saving-throw","type":"circumstance","value":{"brackets":[{"end":2,"start":1,"value":1},{"end":4,"start":3,"value":2}],"field":"actor|system.skills.thi.rank"}}],"slug":"trap-finder","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Zg476op4Ms6iafTH","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.qFt6zyWVX1njJf1l"}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Quick Draw","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"quick-draw","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["gunslinger","ranger","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Qxrw89ak7BTteEqo","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cat Fall","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.</p>"},"level":{"value":1},"location":"skill-1","prerequisites":{"value":[{"value":"trained in Acrobatics"}]},"rules":[],"slug":"cat-fall","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7aPzeMP5UEO8Z6lk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.X2jGFfLU5qI5XVot"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Streetwise","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Society"}]},"rules":[],"slug":"streetwise","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xpwVHpyknq5CBCLI","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.RLBYJiGMVkaGL5w9"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Wary Disarmament","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.</p>"},"level":{"value":2},"location":"skill-3","prerequisites":{"value":[{"value":"expert in Thievery"}]},"rules":[{"key":"FlatModifier","label":"Wary Disarmament (vs. traps)","predicate":["trap"],"selector":["ac","saving-throw"],"type":"circumstance","value":2}],"slug":"wary-disarmament","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ia0VXLzA0uPEbtl6","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Ux73dmoF8KnavyUD"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Fleet","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You move more quickly on foot. Your Speed increases by 5 feet.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"land-speed","value":5}],"slug":"fleet","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"34Pcj558oR7mGzWe","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.rQWaJhI5Bko5x14Z"}},"img":"systems/pf2e/icons/equipment/weapons/dagger.webp","name":"Dagger","sort":100000,"system":{"MAP":{"value":""},"baseItem":"dagger","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"knife","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":9,"range":null,"reload":{"value":"-"},"rules":[],"size":"med","slug":"dagger","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","finesse","thrown-10","versatile-s"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"F0xAc5KLWZ8RbUoD","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.tH5GirEy7YB3ZgCk"}},"img":"systems/pf2e/icons/equipment/weapons/rapier.webp","name":"Rapier","sort":200000,"system":{"MAP":{"value":""},"baseItem":"rapier","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>The rapier is a long and thin piercing blade with a basket hilt. 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You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a @Check[type:acrobatics|dc:14|name:Avoid Caltrops] check or take 1d4 piercing damage and [[/r 1[bleed]]] damage. A creature taking persistent bleed damage from caltrops takes a -5‑foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. 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If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"thieves-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"z1bG15xrqfFhMWtq","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools (Replacement Picks)","sort":800000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>These are replacement picks for @UUID[Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc].</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":3}},"quantity":2,"rules":[],"size":"med","slug":"thieves-tools-replacement-picks","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"WlDoIFyY8vjMkSVJ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.w2ENw2VMPcsbif8g"}},"img":"systems/pf2e/icons/equipment/weapons/arrows.webp","name":"Arrows","sort":900000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>These projectiles are the ammunition for bows. 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An activated <em>sleep arrow</em> deals no damage, but a living creature hit by it is subject to the effects of a <em>@UUID[Compendium.pf2e.spells-srd.o4lRVTwSxnOOn5vl]</em> spell (DC 17).</p>\n<p><strong>Craft Requirements</strong> Supply one casting of <em>sleep</em>.</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":11}},"quantity":1,"rules":[],"size":"med","slug":"sleep-arrow","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"arrows","traits":{"rarity":"common","value":["consumable","enchantment","magical","mental","sleep"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"AW4ZlM5PbruXGNUB","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":1200000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":3,"rules":[],"size":"med","slug":"gold-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"M04gcfGaeBiqP9oc","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5Ew82vBF9YfaiY9f"}},"img":"systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp","name":"Silver Pieces","sort":1300000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":4,"rules":[],"size":"med","slug":"silver-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"9hyI6kK1pECodo2N","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.lzJ8AVhRcbFul5fh"}},"img":"systems/pf2e/icons/equipment/treasure/currency/copper-pieces.webp","name":"Copper Pieces","sort":1400000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":1,"rules":[],"size":"med","slug":"copper-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"6jd8p86fhM3agEbm","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":1500000,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. 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Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":1,"rules":[],"size":"med","slug":"flint-and-steel","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"wjHECi5yuz7OSqsJ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":1681250,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"6jd8p86fhM3agEbm","description":{"value":""},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":4}},"quantity":3,"rules":[],"size":"med","slug":"rations","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"G7ddesWL24glFUTy","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":2200000,"system":{"baseItem":null,"containerId":"6jd8p86fhM3agEbm","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. 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To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. 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{"_id":"fY54rsHMzFMHNYFb","img":"systems/pf2e/icons/iconics/EzrenFull.webp","items":[{"_id":"J20vhrflAsamCq4H","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Mercantile Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"X3Zl3oq48x3j8nL9","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"dex","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"int","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"GubsTf0JR5E4Bo83","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"PWw6ivCpLPWr2mNR","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.KMv7ollLVaZ81XDV"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Merchant","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["cha","int"]},"1":{"selected":"con","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.</p>\n<p>Choose two ability boosts. One must be to <strong>Intelligence</strong> or <strong>Charisma</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Diplomacy skill and the Mercantile Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.5nc5ridFBfYpn2Om] skill feat.</p>"},"items":{"9xt57":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Bargain Hunter","uuid":"Compendium.pf2e.feats-srd.5nc5ridFBfYpn2Om"}},"rules":[],"slug":"merchant","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Mercantile Lore","trainedSkills":{"value":["dip"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"oBOFJ7307YyEV2Im","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.5nc5ridFBfYpn2Om"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Bargain Hunter","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.</p>"},"level":{"value":1},"location":"PWw6ivCpLPWr2mNR","prerequisites":{"value":[{"value":"trained in Diplomacy"}]},"rules":[],"slug":"bargain-hunter","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"1og6X60Z1XKIA9YX","flags":{"core":{"sourceId":"Compendium.pf2e.classes.RwjIZzIxzPpUglnK"}},"img":"systems/pf2e/icons/classes/wizard.webp","name":"Wizard","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"club, crossbow, dagger, heavy crossbow and staff","rank":1},"simple":0,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":"<p><em>You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes to discover and understand how magic works. Yet magical theory is vast, and there's no way you can study it all. You either specialize in one of the eight schools of magic, gaining deeper understanding of the nuances of those spells above all others, or favor a broader approach that emphasizes the way all magic comes together at the expense of depth.</em></p>\n<p><strong>Key Ability: INTELLIGENCE</strong></p>\n<p>At 1st level, your class gives you an ability boost to Intelligence.</p>\n<p><strong>Hit Points: 6 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Wizard</h1>\n<h2>During Combat Encounters...</h2>\n<p>You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like <em>@UUID[Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB]</em> or <em>@UUID[Compendium.pf2e.spells-srd.A2JfEKe6BZcTG1S8]</em>, you answer with spells like <em>@UUID[Compendium.pf2e.spells-srd.0qaqksrGGDj74HXE]</em> or <em>@UUID[Compendium.pf2e.spells-srd.gPvtmKMRpg9I9D7H]</em>, leveling the field for your allies.</p>\n<h2>During Social Encounters...</h2>\n<p>You provide a well of knowledge about arcane matters and solve arguments with logic.</p>\n<h2>While Exploring...</h2>\n<p>You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.</p>\n<h2>In Downtime...</h2>\n<p>You learn new spells, craft magic items, or scribe scrolls for your party, and seek out new and exciting formulas in addition to spells. You might even forge scholarly connections and establish a school or guild of your own.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Have an unquenchable intellectual curiosity about how everything in the world around you works-magic in particular.</li>\n<li>Believe fervently that your school of magic is superior (if you're a specialist) or that true mastery of magic requires knowledge of all schools (if you're a universalist).</li>\n<li>Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on other people.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Consider you to be incredibly powerful and potentially dangerous.</li>\n<li>Fear what your magic can do to their minds, bodies, and souls, and ask that you avoid casting spells in polite company, as few can identify whether one of your spells is harmless or malevolent until it's too late.</li>\n<li>Assume you can easily solve all their problems, from dangerous weather to poor crop yields, and ask you for spells that can help them get whatever they desire.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Arcana</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in the club, crossbow, dagger, heavy crossbow, and staff</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Untrained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in arcane spell attacks</p>\n<p>Trained in arcane spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Wizard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, arcane spellcasting, arcane school, arcane bond, arcane thesis</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, magical fortitude, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, alertness, general feat, skill increase, wizard weapon expertise</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Skill feat, wizard feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Archwizard's spellcraft, general feat, legendary archwizard, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, skill feat, wizard feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Arcane Bond</h2>\n<p>You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Frequency</strong> once per day</p>\n<p><strong>Requirements</strong> You haven't acted yet on your turn</p>\n<hr />\n<p>You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.</p>\n<h2>Arcane School</h2>\n<p>Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school.</p>\n<p>If you don't choose a school, you're a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater fiexibility.</p>\n<p>Arcane schools can be found here (@UUID[Compendium.pf2e.classfeatures.gCwcys8CnS102tji]{Arcane School: Abjuration}, @UUID[Compendium.pf2e.classfeatures.SNeVaUBTHwvoO6kr]{Arcane School: Conjuration}, @UUID[Compendium.pf2e.classfeatures.yobGgrHdgjs5QW5o]{Arcane School: Divination}, @UUID[Compendium.pf2e.classfeatures.ZHwGACWQEy6kTzcP]{Arcane School: Enchantment}, @UUID[Compendium.pf2e.classfeatures.ibhml5y20g5M3Vgd]{Arcane School: Evocation}, @UUID[Compendium.pf2e.classfeatures.K6hG7nH8yjmbA0Q9]{Arcane School: Illusion}, @UUID[Compendium.pf2e.classfeatures.uNM7qZQokRKAEd7k]{Arcane School: Necromancy}, @UUID[Compendium.pf2e.classfeatures.rHxkPijLnQ9O9AGV]{Arcane School: Transmutation} and @UUID[Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD]{Arcane School: Universalist})</p>\n<h2>Arcane Spellcasting</h2>\n<p>Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase, shown in Table 3-19: Wizard Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a wizard. For example, as a 1st-level wizard, your cantrips are 1st-level spells, and as a 5th-level wizard, your cantrips are 3rd-level spells.</p>\n<h3><strong>Spellbook</strong></h3>\n<p>Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like <em>The Crimson Libram</em>, or something more academic, like <em>A Field Study in Practical Transmutation</em>.</p>\n<p>Each time you gain a level, you add two arcane spells to your spellbook, of any level for which you have spell slots. You can also use the Arcana skill to add other spells that you find in your adventures.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* The Archwizard's Spellcraft class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2>Arcane Thesis</h2>\n<p>During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like \"On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.\"</p>\n<p>Arcane thesis can be found here @UUID[Compendium.pf2e.classfeatures.M89l9FOnjHe63wD7].</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Wizard Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level thereafter, you gain a wizard class feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 5</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Expert Spellcaster<span style=\"float:right\">Level 7</span></h2>\n<p>Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.</p>\n<h2>Magical Fortitude<span style=\"float:right\">Level 9</span></h2>\n<p>Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Alertness<span style=\"float:right\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Wizard Weapon Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>Through a combination of magic and training, you've learned how to wield wizard weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, staff, and unarmed attacks.</p>\n<h2>Defensive Robes<span style=\"float:right\">Level 13</span></h2>\n<p>The flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.</p>\n<h2>Master Spellcaster<span style=\"float:right\">Level 15</span></h2>\n<p>You command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.</p>\n<h2>Resolve<span style=\"float:right\">Level 17</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2>Archwizard's Spellcraft<span style=\"float:right\">Level 19</span></h2>\n<p>You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using arcane spellcasting. You can't use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots. Unlike with other spell slots, you don't gain more 10th-level spells as you level up, though you can take the @UUID[Compendium.pf2e.feats-srd.tP26mgaFPpr6df1i] feat to gain a second slot.</p>\n<h2>Legendary Spellcaster<span style=\"float:right\">Level 19</span></h2>\n<p>You are a consummate spellcaster, with a comprehensive understanding of both arcane theory and practical spellcraft. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to legendary.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":6,"items":{"4x1uf":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"55liz":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":17,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"7bbgv":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"7hdxh":{"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","level":1,"name":"Arcane Spellcasting (Wizard)","uuid":"Compendium.pf2e.classfeatures.S6WW4Yyg4XonXGHD"},"93v1o":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Arcane School","uuid":"Compendium.pf2e.classfeatures.7nbKDBGvwSx9T27G"},"c3blc":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"djzu5":{"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","level":19,"name":"Archwizard's Spellcraft","uuid":"Compendium.pf2e.classfeatures.ZjwJHmjPrSs6VDez"},"fqsfu":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"},"hbsn6":{"img":"systems/pf2e/icons/features/classes/arcane-thesis.webp","level":1,"name":"Arcane Thesis","uuid":"Compendium.pf2e.classfeatures.M89l9FOnjHe63wD7"},"mqstv":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":5,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"p9c01":{"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","level":9,"name":"Magical Fortitude","uuid":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"},"phtt9":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"v5yt7":{"img":"systems/pf2e/icons/features/classes/arcane-bond.webp","level":1,"name":"Arcane Bond","uuid":"Compendium.pf2e.classfeatures.au0lwQ1nAcNQwcGh"},"yp2vs":{"img":"systems/pf2e/icons/features/classes/wizard-weapon-expertise.webp","level":11,"name":"Wizard Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.GBsC2cARoFiqMi9V"},"ytft4":{"img":"systems/pf2e/icons/features/classes/defensive-robes.webp","level":13,"name":"Defensive Robes","uuid":"Compendium.pf2e.classfeatures.gU7epgcPSm0TD1UK"}},"keyAbility":{"value":["int"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-club.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-crossbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-dagger.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-heavy-crossbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-staff.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.arcane.rank","value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"wizard","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":["arc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"JabN5XBdCGPC6ClK","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7nbKDBGvwSx9T27G"},"pf2e":{"itemGrants":{"universalist":{"id":"MZ8GKhfj1O9faZW9","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Arcane School","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school.</p>\n<p>If you don't choose a school, you're a universalist, a wizard who believes the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.</p>"},"level":{"value":1},"location":"1og6X60Z1XKIA9YX","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","predicate":[{"not":"feature:universalist"}],"priority":9,"value":1},{"adjustName":false,"allowedDrops":{"label":"level 1 Wizard class feature","predicate":["item:level:1","item:trait:wizard","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.gCwcys8CnS102tji"},{"value":"Compendium.pf2e.classfeatures.SNeVaUBTHwvoO6kr"},{"value":"Compendium.pf2e.classfeatures.yobGgrHdgjs5QW5o"},{"value":"Compendium.pf2e.classfeatures.ZHwGACWQEy6kTzcP"},{"value":"Compendium.pf2e.classfeatures.ibhml5y20g5M3Vgd"},{"value":"Compendium.pf2e.classfeatures.K6hG7nH8yjmbA0Q9"},{"value":"Compendium.pf2e.classfeatures.uNM7qZQokRKAEd7k"},{"value":"Compendium.pf2e.classfeatures.rHxkPijLnQ9O9AGV"},{"value":"Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD"}],"flag":"arcaneSchool","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Wizard.ArcaneSchool.Prompt","selection":"Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD"},{"flag":"universalist","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.arcaneSchool}"}],"slug":"arcane-school","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"BBR5ZKSe7LBa1P3P","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.M89l9FOnjHe63wD7"},"pf2e":{"itemGrants":{"metamagicalExperimentation":{"id":"nUS7MRmZSgBDfbng","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/arcane-thesis.webp","name":"Arcane Thesis","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like \"On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.\"</p>"},"level":{"value":1},"location":"1og6X60Z1XKIA9YX","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Wizard class feature","predicate":["item:level:1","item:trait:wizard","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.SNZ46g3u7U6x0XJj"},{"value":"Compendium.pf2e.classfeatures.89zWKD2CN7nRu2xp"},{"value":"Compendium.pf2e.classfeatures.OAcxS625AXSGrQIC"},{"value":"Compendium.pf2e.classfeatures.QzWXMCSGNfvvpYgF"},{"value":"Compendium.pf2e.classfeatures.Klb35AwlkNrq1gpB"}],"flag":"arcaneThesis","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Wizard.ArcaneThesis.Prompt","selection":"Compendium.pf2e.classfeatures.89zWKD2CN7nRu2xp"},{"flag":"metamagicalExperimentation","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.arcaneThesis}"}],"slug":"arcane-thesis","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"vzAr0r7oB4faOYvp","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.au0lwQ1nAcNQwcGh"},"pf2e":{"itemGrants":{"drainBondedItem":{"id":"O6VA1jRARU9rZIlC","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/arcane-bond.webp","name":"Arcane Bond","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the @UUID[Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR] free action.</p>"},"level":{"value":1},"location":"1og6X60Z1XKIA9YX","prerequisites":{"value":[]},"rules":[{"flag":"drainBondedItem","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR"}],"slug":"arcane-bond","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"s72GDxzu3nutStU5","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.S6WW4Yyg4XonXGHD"},"pf2e":{"itemGrants":{"castASpell":{"id":"zbjzCoUqtZbXy3BD","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/archwizards-spellcraft.webp","name":"Arcane Spellcasting (Wizard)","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity, and you can supply material, somatic, and verbal components when casting spells.</p>\n<p>At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook, plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase.</p>"},"level":{"value":1},"location":"1og6X60Z1XKIA9YX","prerequisites":{"value":[]},"rules":[{"flag":"castASpell","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"}],"slug":"arcane-spellcasting-wizard","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{},"value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9QtdT7V0NtskZJo0","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BWomK7EVY0WXxWgh"},"pf2e":{"grantedBy":{"id":"MZ8GKhfj1O9faZW9","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Reach Spell","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You can extend the range of your spells. If the next action you use is to @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"reach-spell","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["bard","cleric","concentrate","druid","metamagic","oracle","sorcerer","witch","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"MZ8GKhfj1O9faZW9","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.qczCKdg47eAmCOUD"},"pf2e":{"grantedBy":{"id":"JabN5XBdCGPC6ClK","onDelete":"cascade"},"itemGrants":{"reachSpell":{"id":"9QtdT7V0NtskZJo0","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/universalist.webp","name":"Universalist","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.</p>\n<p>Instead of specializing narrowly in an arcane school, you can become a universalist wizard-by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts. For each level of wizard spell slots you have, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra wizard class feat, and you add one 1st-level spell of your choice to your spellbook.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"adjustName":false,"choices":{"query":"{\"system.category\":\"class\",\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"wizard\"}}"},"flag":"universalist","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.LevelOneClassFeat","selection":"Compendium.pf2e.feats-srd.BWomK7EVY0WXxWgh"},{"flag":"reachSpell","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.universalist}"}],"slug":"universalist","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Aa3Y4GhStu0zdfiL","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.FoWO4RnHRwfEIC7Q"},"pf2e":{"grantedBy":{"id":"nUS7MRmZSgBDfbng","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Widen Spell","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"widen-spell","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["druid","manipulate","metamagic","oracle","sorcerer","witch","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"nUS7MRmZSgBDfbng","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.89zWKD2CN7nRu2xp"},"pf2e":{"grantedBy":{"id":"BBR5ZKSe7LBa1P3P","onDelete":"cascade"},"itemGrants":{"widenSpell":{"id":"Aa3Y4GhStu0zdfiL","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/metamagic-experimentation.webp","name":"Metamagical Experimentation","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You've realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain one 1st-level metamagic wizard feat of your choice. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Wizard metamagic feat","predicate":["item:trait:wizard","item:level:1","item:trait:metamagic"]},"choices":[{"predicate":[{"not":"feat:reach-spell"}],"value":"Compendium.pf2e.feats-srd.BWomK7EVY0WXxWgh"},{"predicate":[{"not":"feat:widen-spell"}],"value":"Compendium.pf2e.feats-srd.FoWO4RnHRwfEIC7Q"}],"flag":"metamagicalExperimentation","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Wizard.Metamagic1.Prompt","selection":"Compendium.pf2e.feats-srd.FoWO4RnHRwfEIC7Q"},{"flag":"widenSpell","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.metamagicalExperimentation}"}],"slug":"metamagical-experimentation","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"O6VA1jRARU9rZIlC","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR"},"pf2e":{"grantedBy":{"id":"vzAr0r7oB4faOYvp","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/FreeAction.webp","name":"Drain Bonded Item","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p>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 @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz]{Cast the Spell} and meet the spell's other requirements.</p>"},"requirements":{"value":""},"rules":[],"slug":"drain-bonded-item","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard","arcane"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"zbjzCoUqtZbXy3BD","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"},"pf2e":{"grantedBy":{"id":"s72GDxzu3nutStU5","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Cast a Spell","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":null,"description":{"value":"<p>You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.</p>\n<p>Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, \"[reaction] verbal.\"</p>\n<p><strong>Long Casting</strong> Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted.</p>\n<p><strong>Spell Components</strong> Each spell lists the spell components required to cast it after the action icons or text, such as \"[three-actions] material, somatic, verbal.\" The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.</p>\n<ul>\n<li>Material (manipulate)</li>\n<li>Somatic (manipulate)</li>\n<li>Verbal (concentrate)</li>\n<li>Focus (manipulate)</li>\n</ul>\n<p><strong>Disrupted and Lost Spells</strong> Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg] action, the spell immediately ends.</p>"},"requirements":{"value":""},"rules":[],"slug":"cast-a-spell","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"9svn62vuDviTGuiD","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lwLcUHQMOqfaNND4"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cooperative Nature","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"cooperative-nature","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"vkEcXiGRFwZcNxud","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.EpBG4CFMNSZQx7vI"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Counterspell (Prepared)","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> A creature Casts a Spell that you have prepared</p>\n<hr />\n<p>When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"counterspell-prepared","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["abjuration","arcane","witch","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"qtCNiOmV5fYIaHrw","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.blMeVamjGz4ODWxq"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Arcane Sense","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your study of magic allows you to instinctively sense its presence. You can cast 1st-level <em>@UUID[Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl]</em> at will as an arcane innate spell. If you're a master in Arcana, the spell is heightened to 3rd level; if you're legendary, it is heightened to 4th level.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Arcana"}]},"rules":[],"slug":"arcane-sense","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Vg6OJe5vDDKzqdDv","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.m7KjpkAAh9PptJsY"},"pf2e":{"itemGrants":{"naturalAmbition":{"id":"D1XemCODLbHlqcrU","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ancestral Paragon","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.</p>"},"level":{"value":3},"location":"general-3","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.AncestralParagon.AllowedDrops","predicate":["item:category:ancestry","item:level:1"]},"choices":{"query":"{\"system.category\":\"ancestry\",\"system.level.value\":1,\"$or\":[{\"system.traits.value\":{\"$elemMatch\":\"{actor|system.details.ancestry.trait}\"}},{\"system.traits.value\":{\"$elemMatch\":\"{actor|system.details.heritage.trait}\"}}],\"$not\":{\"system.traits.value\":{\"$elemMatch\":\"lineage\"}}}"},"flag":"ancestralParagon","key":"ChoiceSet","prompt":"PF2E.SpecificRule.AncestralParagon.Prompt","selection":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},{"flag":"naturalAmbition","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.ancestralParagon}"}],"slug":"ancestral-paragon","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"UJ4SYXoDRQ3SSeEI","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.pD1oDbUDkNtHadGY"},"pf2e":{"grantedBy":{"id":"D1XemCODLbHlqcrU","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Hand of the Apprentice","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You can magically hurl your weapon at your foe. You gain the <em>@UUID[Compendium.pf2e.spells-srd.bSDTWUIvgXkBaEv8]</em> universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point.</p>\n<p>See Arcane Schools for more information about focus spells.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"universalist wizard"}]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1}],"slug":"hand-of-the-apprentice","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"D1XemCODLbHlqcrU","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"grantedBy":{"id":"Vg6OJe5vDDKzqdDv","onDelete":"cascade"},"itemGrants":{"handOfTheApprentice":{"id":"UJ4SYXoDRQ3SSeEI","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Ambition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"adjustName":false,"choices":{"postFilter":[{"or":["feature:dragon-instinct",{"not":"item:draconic-arrogance"}]},{"nor":["item:animal-companion","item:animal-companion-druid","item:bardic-lore","item:fire-lung","item:lingering-composition","item:leshy-familiar","item:martial-performance","item:shore-step","item:steadying-stone","item:storm-born","item:versatile-performance","item:wild-shape"]}],"query":"{\"system.category\":\"class\",\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"{actor|system.details.class.trait}\"}}"},"flag":"naturalAmbition","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.LevelOneClassFeat","selection":"Compendium.pf2e.feats-srd.pD1oDbUDkNtHadGY"},{"flag":"handOfTheApprentice","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.naturalAmbition}"}],"slug":"natural-ambition","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"6LgI4Zlbvfie4aHc","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Prepared Spells","sort":0,"system":{"ability":{"value":"int"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"prepared"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"slots":{"slot0":{"max":7,"prepared":{"0":{"id":"k1zIy9AgasT6tTez"},"1":{"id":"6Yt9rrZgLmaMDbFe"},"2":{"id":"g78cVZlP2ozmib0l"},"3":{"id":"GMCMW07ie5b6LSzO"},"4":{"id":"VDn957lim8LYJgnT"},"5":{"id":"HieZAfoqMlPABDht"},"6":{"id":"1jyfyZ7LuJjgTDJt"}},"value":0},"slot1":{"max":3,"prepared":{"0":{"id":"hNpuuiRTrJOCakWM"},"1":{"id":"1KbLmOZ6ROL3eIh7"},"2":{"id":"SXvvjA0WGMQTt2n6"}},"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":2,"prepared":{"0":{"id":"4aoqSYfxqn3PB8F1"},"1":{"id":"TTPy7xzGk42eyO8G"}},"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"value":0},"tradition":{"value":"arcane"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"k1zIy9AgasT6tTez","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gISYsBFby1TiXfBt"}},"img":"systems/pf2e/icons/spells/acid-splash.webp","name":"Acid Splash","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}},"description":{"value":"<p>You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus [[/r (1[splash])[acid]]]. On a critical success, the target also takes [[/r 1[persistent,acid]]] damage.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The initial damage increases to 1d6 + your spellcasting ability modifier, and the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60] increases to [[/r 2[persistent,acid]]].</p>\n<p><strong>Heightened (5th)</strong> The initial damage increases to 2d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 3[persistent,acid]]], and the splash damage increases to [[/r (2[splash])[acid]]].</p>\n<p><strong>Heightened (7th)</strong> The initial damage increases to 3d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 4[persistent,acid]]], and the splash damage increases to [[/r (3[splash])[acid]]].</p>\n<p><strong>Heightened (9th)</strong> The initial damage increases to 4d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 5[persistent,acid]]], and the splash damage increases to [[/r (4[splash])[acid]]].</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}}},"5":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"2d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"2"}}}},"7":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"3d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"3"}}}},"9":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"4d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"4"}}}}},"type":"fixed"},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"acid-splash","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","acid","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"6Yt9rrZgLmaMDbFe","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl"}},"img":"systems/pf2e/icons/spells/detect-magic.webp","name":"Detect Magic","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"detect-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"g78cVZlP2ozmib0l","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.kBhaPuzLUSwS6vVf"}},"img":"systems/pf2e/icons/spells/electric-arc.webp","name":"Electric Arc","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"electricity"},"value":"1d4"}}},"description":{"value":"<p>An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"electric-arc","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 or 2 creatures"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["electricity","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"GMCMW07ie5b6LSzO","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4"}},"img":"systems/pf2e/icons/spells/light.webp","name":"Light","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.cVVZXNbV0nElVOPZ]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"light","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["light","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"VDn957lim8LYJgnT","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.pwzdSlJgYqN7bs2w"}},"img":"systems/pf2e/icons/spells/mage-hand.webp","name":"Mage Hand","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target an unattended object with a Bulk of 1 or less.</p>\n<p><strong>Heightened (5th)</strong> The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.</p>\n<p><strong>Heightened (7th)</strong> The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"target":{"value":"1 unattended object with a Bulk of 1 or less"}},"5":{"range":{"value":"60 feet"}},"7":{"target":{"value":"1 unattended object with a Bulk of 2 or less"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mage-hand","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 unattended object of light Bulk or less"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ca90YV7qtWMOvv62","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.vLzFcIaSXs7YTIqJ"}},"img":"systems/pf2e/icons/spells/message.webp","name":"Message","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you.</p>\n<p>The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The spell's range increases to 500 feet.</p>"},"duration":{"value":"see below"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"range":{"value":"500 feet"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"message","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["auditory","cantrip","linguistic","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"HieZAfoqMlPABDht","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gYjPm7YwGtEa1oxh"}},"img":"systems/pf2e/icons/spells/ray-of-frost.webp","name":"Ray of Frost","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"cold"},"value":"1d4"}}},"description":{"value":"<p>You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.I4PsUAaYSUJ8pwKC]</p>\n<p><strong>Success</strong> The target takes normal damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ray-of-frost","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","cold","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"1wCvstRT5qE4hYci","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.OhD2Z6rIGGD5ocZA"}},"img":"systems/pf2e/icons/spells/read-aura.webp","name":"Read Aura","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.</p>\n<p>If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target up to 10 objects.</p>\n<p><strong>Heightened (6th)</strong> You can target any number of objects.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"target":{"value":"10 objects"}},"6":{"target":{"value":"any number of objects"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"read-aura","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object"},"time":{"value":"1 Minute"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"1jyfyZ7LuJjgTDJt","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR"}},"img":"systems/pf2e/icons/spells/shield.webp","name":"Shield","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.</p>\n<p>While the spell is in effect, you can use the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em> spell.</p>\n<p>Heightening the spell increases the shield's Hardness.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Jemq5UknGdMO7b73]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.QF6RDlCoTvkVHRo4]</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The shield has Hardness 10.</p>\n<p><strong>Heightened (5th)</strong> The shield has Hardness 15.</p>\n<p><strong>Heightened (7th)</strong> The shield has Hardness 20.</p>\n<p><strong>Heightened (9th)</strong> The shield has Hardness 25.</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shield","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"pNjx4xQDxWYAXq4V","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.AUctDF2fqPZN2w4W"}},"img":"systems/pf2e/icons/spells/sigil.webp","name":"Sigil","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The sigil instead fades after 1 month.</p>\n<p><strong>Heightened (5th)</strong> The sigil instead fades after 1 year.</p>\n<p><strong>Heightened (7th)</strong> The sigil never fades.</p>"},"duration":{"value":"unlimited"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"sigil","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature or object"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"lhX640BrgiTOiwrd","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.60sgbuMWN0268dB7"}},"img":"systems/pf2e/icons/spells/telekinetic-projectile.webp","name":"Telekinetic Projectile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"untyped"},"value":"1d6"}}},"description":{"value":"<p>You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.</p>\n<hr />\n<p><strong>Critical Success</strong> You deal double damage.</p>\n<p><strong>Success</strong> You deal full damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"overlays":{"2I469pfbYcmFvzOA":{"_id":"2I469pfbYcmFvzOA","name":"Telekinetic Projectile (Bludgeoning)","overlayType":"override","sort":1,"system":{"damage":{"value":{"0":{"type":{"value":"bludgeoning"}}}}}},"cUFX7ExSLeoa3vIF":{"_id":"cUFX7ExSLeoa3vIF","name":"Telekinetic Projectile (Piercing)","overlayType":"override","sort":2,"system":{"damage":{"value":{"0":{"type":{"value":"piercing"}}}}}},"zFWsMjoeCnLxqJaV":{"_id":"zFWsMjoeCnLxqJaV","name":"Telekinetic Projectile (Slashing)","overlayType":"override","sort":3,"system":{"damage":{"value":{"0":{"type":{"value":"slashing"}}}}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"telekinetic-projectile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["attack","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"FFnAN7btglGoBOnd","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.4WAib3GichxLjp5p"}},"img":"systems/pf2e/icons/spells/alarm.webp","name":"Alarm","sort":0,"system":{"ability":{"value":""},"area":{"type":"burst","value":20},"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can specify criteria for which creatures sound the alarm spell-for instance, orcs or masked people.</p>"},"duration":{"value":"8 hours"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":"3 gp silver bell focus"},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"alarm","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"10 minutes"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"hNpuuiRTrJOCakWM","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.y6rAdMK6EFlV6U0t"}},"img":"systems/pf2e/icons/spells/burning-hands.webp","name":"Burning Hands","sort":0,"system":{"ability":{"value":""},"area":{"type":"cone","value":15},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"fire"},"value":"2d6"}}},"description":{"value":"<p>Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"burning-hands","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["fire"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"xXOVFTZRrj4Eu8ZO","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.UKsIOWmMx4hSpafl"}},"img":"systems/pf2e/icons/spells/color-spray.webp","name":"Color Spray","sort":0,"system":{"ability":{"value":""},"area":{"type":"cone","value":15},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Swirling colors affect viewers based on their Will saves.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature is unaffected.</p>\n<p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 round.</p>\n<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1}, @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] for 1 round, and Dazzled for 1 minute.</p>\n<p><strong>Critical Failure</strong> The creature is Stunned for 1 round and Blinded for 1 minute.</p>"},"duration":{"value":"1 or more rounds (see below)"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"color-spray","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["incapacitation","visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"FitIoqxb4WWZA0yi","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.LvezN4a3kYf1OHMg"}},"img":"systems/pf2e/icons/spells/floating-disc.webp","name":"Floating Disk","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.</p>\n<p>The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.</p>"},"duration":{"value":"8 hours"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"floating-disk","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"dxMC0IBlpw2NDw9t","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Wu0xFpewMKRK3HG8"}},"img":"systems/pf2e/icons/spells/grease.webp","name":"Grease","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You conjure grease, with effects based on choosing area or target.</p>\n<ul>\n<li><strong>Area</strong> <strong>[4 contiguous 5-foot squares]</strong> All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60]. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save.</li>\n<li><strong>Target</strong> <strong>[1 object of Bulk 1 or less]</strong> If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.</li>\n</ul>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"reflex"},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"grease","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 object of Bulk 1 or less"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"HHQMN1XvQrud1edh","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.aAbfKn8maGjJjk2W"}},"img":"systems/pf2e/icons/spells/mage-armor.webp","name":"Mage Armor","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.qkwb5DD3zmKwvbk0]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> You gain a +1 item bonus to saving throws.</p>\n<p><strong>Heightened (6th)</strong> The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.</p>\n<p><strong>Heightened (8th)</strong> The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.</p>\n<p><strong>Heightened (10th)</strong> The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mage-armor","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"1KbLmOZ6ROL3eIh7","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM"}},"img":"systems/pf2e/icons/spells/magic-missile.webp","name":"Magic Missile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"force"},"value":"1d4+1"}}},"description":{"value":"<p>You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> You shoot one additional missile with each action you spend.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"overlays":{},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-missile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1 to 3"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ZC4oYjraebHnsQD4","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.r3NeUnsgt9mS03Sn"}},"img":"systems/pf2e/icons/spells/shocking-grasp.webp","name":"Shocking Grasp","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"electricity"},"value":"2d12"}}},"description":{"value":"<p>You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes [[/r 1d4[persistent,electricity]]] damage on a hit. On a critical hit, double the initial damage, but not the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60].</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d12, and the persistent electricity damage increases by 1.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d12"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shocking-grasp","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","electricity"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"SXvvjA0WGMQTt2n6","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh"}},"img":"systems/pf2e/icons/spells/true-strike.webp","name":"True Strike","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] or @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC].</p>\n<p>@UUID[Compendium.pf2e.spell-effects.fpGDAz2v5PG0zUSl]</p>"},"duration":{"value":"until the end of your turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"true-strike","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["fortune"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"4aoqSYfxqn3PB8F1","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.f8hRqLJaxBVhF1u0"}},"img":"systems/pf2e/icons/spells/acid-arrow.webp","name":"Acid Arrow","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"acid"},"value":"3d8"}}},"description":{"value":"<p>You conjure an arrow of acid that keeps corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus [[/r 1d6[persistent,acid]]]. On a critical hit, double the initial damage, but not the persistent damage.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> The initial damage increases by 2d8, and the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60] increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d8"},"interval":2,"type":"interval"},"level":{"value":2},"location":{"value":"6LgI4Zlbvfie4aHc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"acid-arrow","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["acid","attack"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"TTPy7xzGk42eyO8G","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.9HpwDN4MYQJnW0LG"}},"img":"systems/pf2e/icons/spells/dispel-magic.webp","name":"Dispel Magic","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. 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{"_id":"itzTz6Piij140q6O","img":"systems/pf2e/icons/iconics/FumbusFull.webp","items":[{"_id":"1l2npffcrfag31pe","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.j9v38iHA0sVy59SR"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Pathfinder Hopeful","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["con","int"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p><strong>Prerequisite</strong> Region - Absalom and Starstone Isle</p>\n<hr />\n<p>You've long wanted to join the adventurous Pathfinder Society. You have taken up the dangerous life of an adventurer in hopes of earning a spot among the Pathfinders.</p>\n<p>Choose two ability boosts. One must be to <strong>Constitution</strong> or <strong>Intelligence</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Society skill and the Pathfinder Society Lore skill. 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You gain a +5 foot status bonus to your Speed for 1 minute.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lNWACCNe9RYgaFxb]</p>"},"equipped":{"carryType":"worn","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"cheetahs-elixir-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"CTymcwS6CUog1oNQ","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Cooking Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"r04Of4VlIAgT4JRV","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Pathfinder Society Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"MLzmVbxTSkClXOA6","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.OYjzfTeWU7RJBT7v"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Goblin Weapon Familiarity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the @UUID[Compendium.pf2e.equipment-srd.olwngGXM3hpgoLEP] and @UUID[Compendium.pf2e.equipment-srd.YnwEttFE1bJacLDh].</p>\n<p>In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-dogslicer.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-horsechopper.rank","value":1},{"definition":["item:trait:goblin","item:category:advanced"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.AdvancedGoblinWeapons","sameAs":"martial","slug":"advanced-goblin-weapons"},{"definition":["item:trait:goblin","item:category:martial"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialGoblinWeapons","sameAs":"simple","slug":"martial-goblin-weapons"}],"slug":"goblin-weapon-familiarity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["goblin"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"fg0UkvrLviMnAR0x","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.xbg1scOIT7RI9Fij"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Bomber","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You keep your bombs in easy-to-reach pouches from which you draw without thinking. You @UUID[Compendium.pf2e.actionspf2e.pvQ5rY2zrtPI614F] to draw a bomb, then Strike with it.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[],"slug":"quick-bomber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5Wrr5wZzxWzszNtZ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.M1k5QQc1qQLxzyCK"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/acid-flask.webp","name":"Acid Flask (Lesser)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"acid","dice":1,"die":"","persistent":{"faces":6,"number":1,"type":"acid"}},"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Strike</p>\n<p>This flask filled with corrosive acid deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":3}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":2,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"acid-flask-lesser","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":1},"stackGroup":null,"strikingRune":{"value":null},"temporary":true,"traits":{"rarity":"common","value":["acid","alchemical","bomb","consumable","splash","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"Td0xiRr3EZpTKUPi","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.yd3kEK21YknZLlcT"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/alchemists-fire.webp","name":"Alchemist's Fire (Lesser)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"fire","dice":1,"die":"d8","persistent":{"faces":null,"number":1,"type":"fire"}},"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Strike</p>\n<p>Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":3}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":4,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"alchemists-fire-lesser","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":1},"stackGroup":null,"strikingRune":{"value":null},"temporary":true,"traits":{"rarity":"common","value":["alchemical","bomb","consumable","fire","splash","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"WWClIJfSxIHCSDei","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Minor)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"1d6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain [[/r 1d6[healing]]]{1d6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lPRuIRbu0rHBkoKY]</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":2,"rules":[],"size":"med","slug":"elixir-of-life-minor","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"temporary":true,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"BTR5VNIWNjZQ0lPz","flags":{"core":{"sourceId":"Compendium.pf2e.classes.XwfcJuskrhI9GIjX"}},"img":"systems/pf2e/icons/classes/alchemist.webp","name":"Alchemist","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"Alchemical Bombs","rank":1},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>There's no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You're fascinated by uncovering the secrets of science and the natural world, and you're constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.</em></p>\n<p><strong>Key Ability: INTELLIGENCE</strong></p>\n<p>At 1st level, your class gives you an ability bonus to Intelligence</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Alchemist</h1>\n<h2>During Combat Encounters...</h2>\n<p>You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a resilient and powerful weapon.</p>\n<h2>During Social Encounters...</h2>\n<p>You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.</p>\n<h2>While Exploring...</h2>\n<p>You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.</p>\n<h2>In Downtime...</h2>\n<p>You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause.</li>\n<li>Get a kick out of wreaking havoc with the alchemical concoctions you've made, and enjoy watching things burn, dissolve, freeze, and jolt.</li>\n<li>Endlessly experiment to discover new, more potent alchemical tools.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Think you're some kind of sorcerer or an eccentric wizard and don't understand that you don't cast spells; spellcasters who clumsily dabble in alchemy only heighten this misconception.</li>\n<li>Don't understand your zeal for alchemy, creativity, and invention.</li>\n<li>Assume that if you haven't caused a catastrophe with your experimentations, you inevitably will.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Trained in Will</p>\n<h2>Skills</h2>\n<p>Trained in Crafting</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in alchemical bombs</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in medium armor</p>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in alchemist class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as an Alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, alchemy, formula book, research field, alchemist feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, field discovery, powerful alchemy, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Alchemical weapon expertise, general feat, iron will, perpetual infusions, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Alchemical expertise, alertness, ancestry feat, double brew, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, juggernaut, perpetual potency, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, greater field discovery, light armor expertise, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, alchemical alacrity, evasion, general feat, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Alchemical mastery, ancestry feat, perpetual perfection, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, light armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, alchemist feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Alchemist Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.</p>\n<h2>Alchemy</h2>\n<p>You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.</p>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.</p>\n<h3><strong>Infused Reagents</strong></h3>\n<p>You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.</p>\n<p>As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.</p>\n<h3><strong>Advanced Alchemy</strong></h3>\n<p>During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.</p>\n<h3><strong>Quick Alchemy</strong></h3>\n<p>If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.</p>\n<h3>@UUID[Compendium.pf2e.feats-srd.NlEZ0piDxg9buXCL]<span class=\"pf2-icon\">A</span></h3>\n<p><strong>Cost</strong> 1 batch of infused reagents</p>\n<p><strong>Requirements</strong> You have @UUID[Compendium.pf2e.equipment-srd.4ftXXUCBHcf4b0MH], the formula for the alchemical item you're creating, and a free hand.</p>\n<hr />\n<p>You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.</p>\n<h3><strong>Formula Book</strong></h3>\n<p>An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field.</p>\n<p>Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the @UUID[Compendium.pf2e.feats-srd.XR95taODq1sq82Du] feat.</p>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Research Field</h2>\n<p>Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.</p>\n<p>Your research field adds a number of formulas to your formulas book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you can create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.</p>\n<p>Research fields can be found here (@UUID[Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS], @UUID[Compendium.pf2e.classfeatures.eNZnx4LISDNftbx2], @UUID[Compendium.pf2e.classfeatures.tvdb1jkjl2bRZjSp] and @UUID[Compendium.pf2e.classfeatures.P9quO9XZi3OWFe1k]).</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Field Discovery<span style=\"float:right\">Level 5</span></h2>\n<p>You learn a special discovery depending on your field.</p>\n<p>See specific research fields for more information.</p>\n<h2>Powerful Alchemy<span style=\"float:right\">Level 5</span></h2>\n<p>Alchemical items you create on the fly are particularily potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.</p>\n<h2>Alchemical Weapon Expertise<span style=\"float:right\">Level 7</span></h2>\n<p>You've trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.</p>\n<h2>Iron Will<span style=\"float:right\">Level 7</span></h2>\n<p>Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.</p>\n<h2>Perpetual Infusions<span style=\"float:right\">Level 7</span></h2>\n<p>You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.</p>\n<p>See specific research fields for more information.</p>\n<h2>Alchemical Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.</p>\n<h2>Alertness<span style=\"float:right\">Level 9</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Double Brew<span style=\"float:right\">Level 9</span></h2>\n<p>You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 11</span></h2>\n<p>Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Perpetual Potency<span style=\"float:right\">Level 11</span></h2>\n<p>Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>See specific research fields for more information.</p>\n<h2>Greater Field Discovery<span style=\"float:right\">Level 13</span></h2>\n<p>You learn an incredible discovery that advances your understanding of your field.</p>\n<p>See specific research fields for more information.</p>\n<h2>Light Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Alchemical Alacrity<span style=\"float:right\">Level 15</span></h2>\n<p>Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.</p>\n<h2>Evasion<span style=\"float:right\">Level 15</span></h2>\n<p>You've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Alchemical Mastery<span style=\"float:right\">Level 17</span></h2>\n<p>Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.</p>\n<h2>Perpetual Perfection<span style=\"float:right\">Level 17</span></h2>\n<p>You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>See specific research fields for more information.</p>\n<h2>Light Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0btpz":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":7,"name":"(Choice) Perpetual Infusions","uuid":"Compendium.pf2e.classfeatures.ZqwHAoIZrI1dGoqK"},"0q0he":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Alchemist Armor Expertise (Level 13)","uuid":"Compendium.pf2e.classfeatures.bv3Qel8v9tpoFbw4"},"17vbv":{"img":"systems/pf2e/icons/features/classes/alchemical-alarity.webp","level":15,"name":"Alchemical Alacrity","uuid":"Compendium.pf2e.classfeatures.Eood6pNPaJxuSgD1"},"4bdrn":{"img":"systems/pf2e/icons/features/classes/alchemy.webp","level":1,"name":"Alchemy","uuid":"Compendium.pf2e.classfeatures.w3aS3tsvH2Ub6XMn"},"7rg3w":{"img":"systems/pf2e/icons/features/classes/light-armor-master.webp","level":19,"name":"Alchemist Armor Mastery","uuid":"Compendium.pf2e.classfeatures.FiVYuIPTBzPzNP4E"},"b3ohx":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Research Field","uuid":"Compendium.pf2e.classfeatures.cU2ofQLj7pg6wTSi"},"bdpgv":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":11,"name":"Perpetual Potency","uuid":"Compendium.pf2e.classfeatures.MGn2wezOr3VAdO3U"},"bm730":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":9,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"enfdl":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"f4a0p":{"img":"systems/pf2e/icons/features/classes/double-brew.webp","level":9,"name":"Double Brew","uuid":"Compendium.pf2e.classfeatures.76cwNLJEm4Yetnee"},"j5xnl":{"img":"systems/pf2e/icons/features/classes/alchemical-weapon-expertise.webp","level":7,"name":"Alchemical Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.4ocPy4O0OCLY0XCM"},"k4a5r":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":11,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"l170j":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":13,"name":"(Choice) Greater Field Discovery","uuid":"Compendium.pf2e.classfeatures.MEwvBnT2VsO5lQ6I"},"nmzo2":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":15,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"plldb":{"img":"systems/pf2e/icons/features/classes/alchemical-expertise.webp","level":9,"name":"Alchemical Expertise","uuid":"Compendium.pf2e.classfeatures.3e1PlMXmlSwKoc6d"},"t9bmz":{"img":"systems/pf2e/icons/features/classes/formula-book.webp","level":1,"name":"Formula Book","uuid":"Compendium.pf2e.classfeatures.XPPG7nN9pxt0sjMg"},"u9it3":{"img":"systems/pf2e/icons/features/classes/iron-will.webp","level":7,"name":"Iron Will","uuid":"Compendium.pf2e.classfeatures.wMyDcVNmA7xGK83S"},"xtjxi":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":17,"name":"Perpetual Perfection","uuid":"Compendium.pf2e.classfeatures.11nGqrSJOoGRlDjO"},"xzcdr":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":5,"name":"Field Discovery","uuid":"Compendium.pf2e.classfeatures.IxxPEahbqXwIXum7"},"yc9ak":{"img":"systems/pf2e/icons/features/classes/powerful-alchemy.webp","level":5,"name":"Powerful Alchemy","uuid":"Compendium.pf2e.classfeatures.7JK2a1D3VeWDcObo"},"yy1uz":{"img":"systems/pf2e/icons/features/classes/alchemical-mastery.webp","level":17,"name":"Alchemical Mastery","uuid":"Compendium.pf2e.classfeatures.eG7FBDjCdEFzW9V9"}},"keyAbility":{"value":["int"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-alchemical-bomb.rank","value":1}],"savingThrows":{"fortitude":2,"reflex":2,"will":1},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"alchemist","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":3,"value":["cra"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"eorn7xMfgJZIoCE1","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.cU2ofQLj7pg6wTSi"},"pf2e":{"itemGrants":{"bomber":{"id":"VSrNQMk2ytvXVkqe","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Research Field","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.</p>\n<p>Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.</p>"},"level":{"value":1},"location":"BTR5VNIWNjZQ0lPz","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Alchemist class feature","predicate":["feature:trait:alchemist","feature:level:1"]},"choices":[{"value":"Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS"},{"value":"Compendium.pf2e.classfeatures.eNZnx4LISDNftbx2"},{"value":"Compendium.pf2e.classfeatures.tvdb1jkjl2bRZjSp"},{"value":"Compendium.pf2e.classfeatures.P9quO9XZi3OWFe1k"}],"flag":"researchField","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Alchemist.ResearchField.Prompt","selection":"Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS"},{"flag":"bomber","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.researchField}"}],"slug":"research-field","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"bZDSNueL1YapbL84","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.w3aS3tsvH2Ub6XMn"},"pf2e":{"itemGrants":{"advancedAlchemy":{"id":"BXqNbeu8ksUZp8UD","onDelete":"detach"},"alchemicalCrafting":{"id":"eqFWHRZ70zajKSnl","onDelete":"detach"},"infusedReagents":{"id":"BzgY4QWCgRTcunAd","onDelete":"detach"},"quickAlchemy":{"id":"Sw08EK7K0ivz0Dnq","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/alchemy.webp","name":"Alchemy","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.</p>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.</p>"},"level":{"value":1},"location":"BTR5VNIWNjZQ0lPz","prerequisites":{"value":[]},"rules":[{"flag":"alchemicalCrafting","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K"},{"flag":"infusedReagents","key":"GrantItem","uuid":"Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L"},{"flag":"advancedAlchemy","key":"GrantItem","uuid":"Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I"},{"flag":"quickAlchemy","key":"GrantItem","uuid":"Compendium.pf2e.classfeatures.sPtl05wwTpqFI0lL"}],"slug":"alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gt0eGHG01wYoFfqf","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.XPPG7nN9pxt0sjMg"},"pf2e":{"itemGrants":{}}},"img":"systems/pf2e/icons/features/classes/formula-book.webp","name":"Formula Book","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>An alchemist keeps meticulous formulas for every item they can create. You start with a standard @UUID[Compendium.pf2e.equipment-srd.qCEOZ6109Yo34tRx] worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] and your research field.</p>\n<p>Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the @UUID[Compendium.pf2e.feats-srd.XR95taODq1sq82Du] feat.</p>"},"level":{"value":1},"location":"BTR5VNIWNjZQ0lPz","prerequisites":{"value":[]},"rules":[{"flag":"formulaBookBlank","key":"GrantItem","uuid":"Compendium.pf2e.equipment-srd.qCEOZ6109Yo34tRx"}],"slug":"formula-book","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VSrNQMk2ytvXVkqe","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS"},"pf2e":{"grantedBy":{"id":"eorn7xMfgJZIoCE1","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/bomber.webp","name":"Bomber","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You specialize in explosions and other violent alchemical reactions. You start with the formulas for two common 1st-level alchemical bombs, in addition to your other formulas.</p>\n<p>Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of @UUID[Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L] to create your signature items using @UUID[Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I], you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.</p>\n<p>When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.8QAFgy9U8PxEa7Dw]{Field Discovery}<span style=\"float:right\">Level 5</span></h2>\n<p>When using Advanced Alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.DFQDtT1Van4fFEHi]{Perpetual Infusions}<span style=\"float:right\">Level 7</span></h2>\n<p>You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using @UUID[Compendium.pf2e.classfeatures.sPtl05wwTpqFI0lL] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.</p>\n<p>Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.</p>\n<p>Choose two 1st-level bombs.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.8rEVg03QJ71ic3PP]{Perpetual Potency}<span style=\"float:right\">Level 11</span></h2>\n<p>Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>The moderate versions of the bombs you chose for perpetual infusions.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.RGs4uR3CAvgbtBAA]{Greater Field Discovery}<span style=\"float:right\">Level 13</span></h2>\n<p>You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have @UUID[Compendium.pf2e.feats-srd.gyVcJfZTmBytLsXq].</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.xO90iBD8XNGyaCkz]{Perpetual Perfection}<span style=\"float:right\">Level 17</span></h2>\n<p>You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>The greater versions of the bombs you chose for perpetual infusions.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"Note","predicate":["alchemical","bomb","splash"],"selector":"strike-damage","text":"You can deal splash damage to only your primary target instead of the usual splash area.","title":"{item|name}"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.alchemist","value":{"fieldDiscovery":"Compendium.pf2e.classfeatures.8QAFgy9U8PxEa7Dw","greaterFieldDiscovery":"Compendium.pf2e.classfeatures.RGs4uR3CAvgbtBAA","perpetualInfusions":"Compendium.pf2e.classfeatures.DFQDtT1Van4fFEHi","perpetualPerfection":"Compendium.pf2e.classfeatures.xO90iBD8XNGyaCkz","perpetualPotency":"Compendium.pf2e.classfeatures.8rEVg03QJ71ic3PP"}}],"slug":"bomber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"eqFWHRZ70zajKSnl","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K"},"pf2e":{"grantedBy":{"id":"bZDSNueL1YapbL84","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Alchemical Crafting","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"trained in Crafting"}]},"rules":[],"slug":"alchemical-crafting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"BzgY4QWCgRTcunAd","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L"},"pf2e":{"grantedBy":{"id":"bZDSNueL1YapbL84","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/infused-reagents.webp","name":"Infused Reagents","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.</p>\n<p>As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.crafting.infusedReagents.max","predicate":["class:alchemist"],"value":"@actor.level + floor((@actor.abilities.int.value - 10) / 2)"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.crafting.infusedReagents.max","predicate":[{"not":"class:alchemist"}],"value":"@actor.level"}],"slug":"infused-reagents","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"BXqNbeu8ksUZp8UD","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I"},"pf2e":{"grantedBy":{"id":"bZDSNueL1YapbL84","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/advanced-alchemy.webp","name":"Advanced Alchemy","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>During your daily preparations, after producing new @UUID[Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L], you can spend batches of those infused reagents to create infused alchemical items.</p>\n<p>You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements.</p>\n<p>Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item.</p>\n<p>These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"craftableItems":["item:trait:alchemical"],"isAlchemical":true,"isDailyPrep":true,"key":"CraftingEntry","label":"PF2E.TraitAlchemist","maxItemLevel":"@actor.level","predicate":["class:alchemist"],"preparedFormulas":[{"itemUUID":"Compendium.pf2e.equipment-srd.M1k5QQc1qQLxzyCK","quantity":2},{"itemUUID":"Compendium.pf2e.equipment-srd.yd3kEK21YknZLlcT","quantity":4},{"itemUUID":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318","quantity":2}],"selector":"alchemist"}],"slug":"advanced-alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8mb203sZmCupegMz","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.yzNJgwzV9XqEhKc6"},"pf2e":{"grantedBy":{"id":"Sw08EK7K0ivz0Dnq","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Quick Alchemy","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p><strong>Cost</strong> 1 batch of infused reagents</p>\n<p><strong>Requirements</strong> You have the formula for the alchemical item you're creating, and you're either holding or wearing the @UUID[Compendium.pf2e.equipment-srd.4ftXXUCBHcf4b0MH].</p>\n<hr />\n<p>You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.</p>"},"requirements":{"value":""},"rules":[],"slug":"quick-alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist","manipulate"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"Sw08EK7K0ivz0Dnq","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.sPtl05wwTpqFI0lL"},"pf2e":{"grantedBy":{"id":"bZDSNueL1YapbL84","onDelete":"cascade"},"itemGrants":{"quickAlchemy":{"id":"8mb203sZmCupegMz","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/quick-alchemy.webp","name":"Quick Alchemy","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the @UUID[Compendium.pf2e.actionspf2e.yzNJgwzV9XqEhKc6] action.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"quickAlchemy","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.yzNJgwzV9XqEhKc6"}],"slug":"quick-alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gEcsuoW62x7UGG53","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.sQfjTMDaZbT9DThq"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/goblin.svg","name":"Goblin","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","dwarven","gnoll","gnomish","halfling","orcish"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"int","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big.</em></p>\n<hr />\n<p>Goblins have a reputation as simple creatures who love songs, fire, and eating disgusting things and who hate reading, dogs, and horses—and there are a great many for whom this description fits perfectly. However, great changes have come to goblinkind, and more and more goblins resist conformity to these stereotypes. Even among goblins that are more worldly, many still exemplify their old ways in some small manner, just to a more sensible degree. Some goblins remain deeply fascinated with fire or fearlessly devour a meal that might turn others' stomachs. Others are endless tinkerers and view their companions' trash as the components of gadgets yet to be made.</p>\n<p>Though goblins' culture has splintered radically, their reputation has changed little. As such, goblins who travel to larger cities are frequently subjected to derision, and many work twice as hard at proving their worth.</p>\n<p>If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to prove that you have a place among other civilized peoples, perhaps even to yourself.</li>\n<li>Fight tooth and nail—sometimes literally—to protect yourself and your friends from danger.</li>\n<li>Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Work to ensure you don't accidentally (or intentionally) set too many things on fire.</li>\n<li>Assume you can't—or won't—read.</li>\n<li>Wonder how you survive given your ancestry's typical gastronomic choices, reckless behavior, and love of fire.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.</p>\n<p>Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.</p>\n<h2>Society</h2>\n<p>Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. As new threats rise across the Inner Sea region, many tribal elders have put aside their reckless ways in the hope of forging alliances that offer their people a greater chance at survival. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.</p>\n<p>Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as 'longshanks,' won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. However, their attitude as a people is changing rapidly, and their short lifespans and poor memories help them adapt quickly.</p>\n<h2>Alignment and Religion</h2>\n<p>Even well-intentioned goblins have trouble following the rules, meaning they're rarely lawful. Most goblin adventurers are chaotic neutral or chaotic good. Organized worship confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating. Longshanks might have books upon books about the structures of divinity, but to a goblin, anything can be a god if you want it to. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean.</p>\n<h2>Adventurers</h2>\n<p>To some degree, almost every goblin is an adventurer, surviving life on the edge using skill and wits. Goblins explore and hunt for treasures by nature, though some become true adventurers in their own rights, often after being separated from their group or tribe.</p>\n<p>Goblins often have the acrobat, criminal, entertainer, gladiator, hunter, and street urchin backgrounds. Consider playing an alchemist, since many goblins love fire, or a bard, since many goblins love songs. As scrappy survivors, goblins are often rogues who dart about the shadows, though their inherently charismatic nature also draws them to the pursuit of magical classes such as sorcerer.</p>\n<h2>Names</h2>\n<p>Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier. Since there aren't any real traditions regarding naming in goblin culture, children often name themselves once they're old enough to do something resembling talking.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Goblin Mechanics</h2>\n<p><strong>Hit Points</strong> 6</p>\n<p><strong>Size</strong> Small</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Dexterity, Charisma, Free</p>\n<p><strong>Ability Flaw</strong> Wisdom</p>\n<p><strong>Languages</strong> Common, Goblin</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Darkvision</p>"},"flaws":{"0":{"value":["wis"]}},"hp":6,"items":{},"languages":{"custom":"","value":["common","goblin"]},"reach":5,"rules":[],"size":"sm","slug":"goblin","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["goblin","humanoid"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"7kIxVweJb4ZJlMwX","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.32oX6hHUY6K8N70Q"}},"img":"systems/pf2e/icons/features/ancestry/charhide-goblin.webp","name":"Charhide Goblin","sort":0,"system":{"ancestry":{"name":"Goblin","slug":"goblin","uuid":"Compendium.pf2e.ancestries.sQfjTMDaZbT9DThq"},"description":{"value":"<p>Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is @Check[type:flat|dc:10] instead of DC 15, which is reduced to @Check[type:flat|dc:5] if another creature uses a particularly appropriate action to help.</p>"},"rules":[{"key":"Resistance","type":"fire","value":"max(1,floor(@actor.level/2))"}],"slug":"charhide-goblin","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"HOSc40Fue9laV7Jr","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.4ftXXUCBHcf4b0MH"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/alchemists-tools.webp","name":"Alchemist's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"alchemists-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"b3XekmthJ0lNpLik","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You need thieves' tools to @UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H]{Pick Locks} or @UUID[Compendium.pf2e.actionspf2e.cYdz2grcOcRt4jk6]{Disable Devices} (of some types) using the Thievery skill.</p>\n<p>If your thieves' tools are broken, you can repair them by replacing the lock picks with @UUID[Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44]{Replacement Picks} appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"thieves-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Fumbus (Level 1)","prototypeToken":{"name":"Fumbus","texture":{"src":"systems/pf2e/icons/iconics/Fumbus.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":15},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["int","dex","con","wis"]}}},"crafting":{"formulas":[{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.UqinuuCWePTYGhVO"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.M1k5QQc1qQLxzyCK"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.yd3kEK21YknZLlcT"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.AFR01HVd7DcZvkpP"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.tyt6rFtv32MZ4DT9"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.7Y2yOr4ltpP2tyuL"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318"},{"uuid":"Compendium.pf2e.equipment-srd.EpxmUtLpCkE8R6KJ"}]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"CN"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"crafting":{"infusedReagents":{"value":1}},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":1},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":1},"sur":{"rank":1},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["draconic","jotun","orcish","osiriani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.itzTz6Piij140q6O"}}}
{"_id":"ltUT288ryJyBTyPv","img":"systems/pf2e/icons/iconics/DajiFull.webp","items":[{"_id":"D8U1Cus37ap3DlEt","flags":{"core":{"sourceId":"Compendium.pf2e.familiar-abilities.rs4Awf4k1e0Mj797"}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Cantrip Connection","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"familiar","description":{"value":"<p>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.</p>"},"requirements":{"value":""},"rules":[],"slug":"cantrip-connection","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"FMjxHz8N75Pi731Q","flags":{"core":{"sourceId":"Compendium.pf2e.familiar-abilities.gPceRQqO847lvSnb"}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Share Senses","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"familiar","description":{"value":"<p>Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect.</p>"},"frequency":{"max":1,"per":"PT10M"},"requirements":{"value":""},"rules":[],"slug":"share-senses","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"4LFPgnSWDr7izqUO","flags":{"core":{"sourceId":"Compendium.pf2e.familiar-abilities.FlRUb8U13Crj3NaA"}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Scent","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"familiar","description":{"value":"<p>It gains scent (imprecise, 30 feet).</p>"},"requirements":{"value":""},"rules":[{"acuity":"imprecise","key":"Sense","range":30,"selector":"scent"}],"slug":"scent","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"}],"name":"Daji (Level 1)","prototypeToken":{"name":"Daji","texture":{"src":"systems/pf2e/icons/iconics/Daji.webp"}},"system":{"attributes":{"hp":{"temp":0,"value":0}},"details":{"creature":{"value":"Nine-Tailed Fox"}},"master":{"ability":"int","id":""},"resources":{},"schema":{"version":0.84,"lastMigration":null}},"type":"familiar","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.ltUT288ryJyBTyPv"}}}
{"_id":"mLR3MACZOnapZzZp","img":"systems/pf2e/icons/iconics/SajanFull.webp","items":[{"_id":"v6gdqk1v1h99mmac","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{}}},"img":"systems/pf2e/icons/features/ancestry/versatile-heritage.webp","name":"Versatile Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).</p>"},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"versatileHeritage","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.x9wxQ61HNkAVbDHr"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.versatileHeritage}"}],"slug":"versatile-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"g20t7xvxbsmcqx8e","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.NLHHHiAcdnZ5ohc2"}},"img":"systems/pf2e/icons/features/classes/flurry-of-blows.webp","name":"Flurry of Blows","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"classfeature","description":{"value":"<p>You can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action.</p>\n<hr />\n<p>Make two unarmed @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR]{Strikes}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.</p>"},"level":{"value":1},"location":"1diccnzp37wxvi5a","prerequisites":{"value":[]},"rules":[],"slug":"flurry-of-blows","source":{"value":""},"traits":{"rarity":"common","value":["flourish","monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9oh5gnhfvbqr9btt","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.SB8UJ8rZmvbcBweJ"}},"img":"systems/pf2e/icons/features/classes/powerful-fist.webp","name":"Powerful Fist","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a -2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.</p>"},"level":{"value":1},"location":"1diccnzp37wxvi5a","prerequisites":{"value":[]},"rules":[{"baseType":"fist","category":"unarmed","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d6"}},"group":"brawling","img":"systems/pf2e/icons/features/classes/powerful-fist.webp","key":"Strike","label":"PF2E.Strike.Fist.Label","range":null,"slug":"fist","traits":["agile","finesse","nonlethal","unarmed"]}],"slug":"powerful-fist","source":{"value":""},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"1diccnzp37wxvi5a","flags":{"core":{"sourceId":"Compendium.pf2e.classes.YPxpk9JbMnKjbNLc"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/monk.webp","name":"Monk","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":2},"description":{"value":"<p><em>The strength of your fist flows from your mind and spirit. You seek perfection-honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. You're a fierce combatant renowned for martial arts skills and combat stances that grant you unique fighting moves. While the challenge of mastering many fighting styles drives you to great heights, you also enjoy meditating on philosophical questions and discovering new ways to obtain peace and enlightenment.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Monk</h1>\n<h2>During Combat Encounters...</h2>\n<p>You speed into the fray, dodging or leaping past obstacles with acrobatic maneuvers. You strike opponents in a rapid flurry of attacks, using your bare fists or wielding specialized weapons that you mastered during your monastic training. Stances let you change up your combat style for different situations, and ki abilities allow you to perform mystic feats like healing yourself and soaring through the air.</p>\n<h2>During Social Encounters...</h2>\n<p>Your perceptiveness lets you see through falsehoods, and your philosophical training provides insight into any situation.</p>\n<h2>While Exploring...</h2>\n<p>You climb up walls, dodge traps, overcome obstacles, and leap over pits. You usually stay toward the outside of the group to protect more vulnerable members, and you're well suited to looking for danger or moving stealthily.</p>\n<h2>In Downtime...</h2>\n<p>You diligently exercise, eat healthy foods, meditate, and study various philosophies. You might also take up a craft that you strive to perfect.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Maintain a regimen of physical training and meditation.</li>\n<li>Face adversity with a calm and measured approach, never panicking or succumbing to despair.</li>\n<li>Look to the future for ways you can improve, while remaining at peace with your present self.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Marvel at your feats of physical prowess.</li>\n<li>Think you're more than a bit uptight, given your vows and tenets.</li>\n<li>Come to you for philosophical advice.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in a number of skills equal to 4 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Untrained in all armor</p>\n<p>Expert in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in monk class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Monk. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, flurry of blows, monk feat, powerful fist</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, incredible movement +10 feet, mystic strikes, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, alertness, ancestry feat, expert strikes, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, incredible movement +15 feet, path to perfection, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, metal strikes, monk expertise, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, monk feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, incredible movement +20 feet, second path to perfection, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, graceful mastery, master strikes, skill increase</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, incredible movement +25 feet, skill increase, third path to perfection</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Adamantine strikes, ancestry feat, graceful legend, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, incredible movement +30 feet, perfected form, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, monk feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Flurry of Blows</h2>\n<p>You can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action.</p>\n<p>@UUID[Compendium.pf2e.actionspf2e.nbfNETdpee8CVM17] <span class=\"pf2-icon\">A</span></p>\n<hr />\n<p>Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.</p>\n<h2>Ki Spells</h2>\n<p>By tapping into a supernatural inner reserve called ki, you can create magical effects. Certain feats grant you special spells called ki spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell. When you gain your first ki spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the @UUID[Compendium.pf2e.actionspf2e.OSefkMgojBLqmRDh] activity to meditate in order to reach inner peace.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.</p>\n<p>When you first gain a ki spell, decide whether your ki spells are divine or occult spells. You are trained in spell attack rolls and spell DCs of that tradition, and your key spellcasting ability is Wisdom.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies representing your basic training, which are noted at the start of this class.</p>\n<h2>Monk Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain a monk class feat.</p>\n<h2>Powerful Fist</h2>\n<p>You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a -2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Incredible Movement<span style=\"float: right;\">Level 3</span></h2>\n<p>You move like the wind. You gain a +10-foot status bonus to your Speed whenever you're not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.</p>\n<h2>Mystic Strikes<span style=\"float: right;\">Level 3</span></h2>\n<p>Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as @UUID[Compendium.pf2e.equipment-srd.FNDq4NFSN0g2HKWO]{Handwraps of Mighty Blows (+1)} to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Alertness<span style=\"float: right;\">Level 5</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Expert Strikes<span style=\"float: right;\">Level 5</span></h2>\n<p>You've practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert.</p>\n<h2>Path to Perfection<span style=\"float: right;\">Level 7</span></h2>\n<p>You have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.</p>\n<h2>Metal Strikes<span style=\"float: right;\">Level 9</span></h2>\n<p>You can adjust your body to make unarmed attacks infused with the mystic energy of rare metals. Your unarmed attacks are treated as cold iron and silver. This allows you to deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.</p>\n<h2>Monk Expertise<span style=\"float: right;\">Level 9</span></h2>\n<p>Your proficiency rank for your monk class DC increases to expert. If you have ki spells, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your ki spells increases to expert.</p>\n<h2>Second Path to Perfection<span style=\"float: right;\">Level 11</span></h2>\n<p>You've learned to find perfection in every success. Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.</p>\n<h2>Graceful Mastery<span style=\"float: right;\">Level 13</span></h2>\n<p>You move with perpetual grace in battle, eluding and turning aside blows. Your proficiency rank for unarmored defense increases to master.</p>\n<h2>Master Strikes<span style=\"float: right;\">Level 13</span></h2>\n<p>You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float: right;\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Third Path to Perfection<span style=\"float: right;\">Level 15</span></h2>\n<p>You have made great progress in your personal studies of enlightenment. Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage.</p>\n<h2>Adamantine Strikes<span style=\"float: right;\">Level 17</span></h2>\n<p>When you focus your will into your limbs, your blows are as unyielding as the hardest of metals. Your unarmed attacks are treated as adamantine.</p>\n<h2>Graceful Legend<span style=\"float: right;\">Level 17</span></h2>\n<p>Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defense increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.</p>\n<h2>Perfected Form<span style=\"float: right;\">Level 19</span></h2>\n<p>You have purged incompetence from your techniques. On your first Strike of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"1fw9s":{"img":"systems/pf2e/icons/features/classes/mystic-strikes.webp","level":3,"name":"Mystic Strikes","uuid":"Compendium.pf2e.classfeatures.D2AE8RfMlZ3D1FuV"},"2yqet":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"3ohvk":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":11,"name":"Second Path to Perfection","uuid":"Compendium.pf2e.classfeatures.y6qnbUc8y0815QNE"},"4ru9g":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"8tl8t":{"img":"systems/pf2e/icons/features/classes/incredible-movement.webp","level":3,"name":"Incredible Movement","uuid":"Compendium.pf2e.classfeatures.Cq6NjvcKZOMySBVj"},"ai4sq":{"img":"systems/pf2e/icons/features/classes/expert-strikes.webp","level":5,"name":"Expert Strikes","uuid":"Compendium.pf2e.classfeatures.VgZIutWjFl8oZQFi"},"bgd0f":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":5,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"c8q3r":{"img":"systems/pf2e/icons/features/classes/flurry-of-blows.webp","level":1,"name":"Flurry of Blows","uuid":"Compendium.pf2e.classfeatures.NLHHHiAcdnZ5ohc2"},"dzcvw":{"img":"systems/pf2e/icons/features/classes/graceful-legend.webp","level":17,"name":"Graceful Legend","uuid":"Compendium.pf2e.classfeatures.JWDfzYub3JfuEtth"},"iqbky":{"img":"systems/pf2e/icons/features/classes/powerful-fist.webp","level":1,"name":"Powerful Fist","uuid":"Compendium.pf2e.classfeatures.SB8UJ8rZmvbcBweJ"},"k3mxz":{"img":"systems/pf2e/icons/features/classes/graceful-mastery.webp","level":13,"name":"Graceful Mastery","uuid":"Compendium.pf2e.classfeatures.95LI24ZSx0d4qfKX"},"t4zic":{"img":"systems/pf2e/icons/features/classes/monk-expertise.webp","level":9,"name":"Monk Expertise","uuid":"Compendium.pf2e.classfeatures.lxImO5D0qWp0gXFB"},"udbeu":{"img":"systems/pf2e/icons/features/classes/metal-strikes.webp","level":9,"name":"Metal Strikes","uuid":"Compendium.pf2e.classfeatures.CoRfFkisEsHE1e43"},"xcxpa":{"img":"systems/pf2e/icons/features/classes/adamantine-strikes.webp","level":17,"name":"Adamantine Strikes","uuid":"Compendium.pf2e.classfeatures.5cthRUkRqRtduVvN"},"z0s0v":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":7,"name":"Path to Perfection","uuid":"Compendium.pf2e.classfeatures.1K6m6AVmn3r8XZ9d"},"zeyz5":{"img":"systems/pf2e/icons/features/classes/perfected-form.webp","level":19,"name":"Perfected Form","uuid":"Compendium.pf2e.classfeatures.KmTfg7Sg5va4yU00"},"zgtbz":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":15,"name":"Third Path to Perfection","uuid":"Compendium.pf2e.classfeatures.haoTkr2U5k7kaAKN"},"zl9gg":{"img":"systems/pf2e/icons/features/classes/master-strikes.webp","level":13,"name":"Master Strikes","uuid":"Compendium.pf2e.classfeatures.0iidKkzC2yy13lIf"}},"keyAbility":{"selected":"dex","value":["dex","str"]},"perception":1,"rules":[],"savingThrows":{"fortitude":2,"reflex":2,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"monk","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":4,"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"IHw632mCpANMn6es","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Warfare Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"txvixnbf5ik8ht3s","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"naturalAmbition":{"id":"876on97cr80erz04"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Ambition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"adjustName":false,"choices":{"postFilter":[{"or":["feature:dragon-instinct",{"not":"item:draconic-arrogance"}]},{"nor":["item:animal-companion","item:animal-companion-druid","item:bardic-lore","item:fire-lung","item:lingering-composition","item:leshy-familiar","item:martial-performance","item:shore-step","item:steadying-stone","item:storm-born","item:versatile-performance","item:wild-shape"]}],"query":"{\"system.category\":\"class\",\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"{actor|system.details.class.trait}\"}}"},"flag":"naturalAmbition","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.LevelOneClassFeat","selection":"Compendium.pf2e.feats-srd.VCjAlOvjNvFJOsG5"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.naturalAmbition}"}],"slug":"natural-ambition","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"876on97cr80erz04","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.VCjAlOvjNvFJOsG5"},"pf2e":{"grantedBy":{"id":"txvixnbf5ik8ht3s"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Tiger Stance","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p><strong>Requirements</strong> You are unarmored</p>\n<hr />\n<p>You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.</p>\n<p>On a critical success with your tiger claws, if you deal damage, the target takes [[/r 1d4[bleed]]].</p>\n<p>As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.pf9yvKNg6jZLrE30]</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[],"slug":"tiger-stance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk","stance"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"PmbIz2kjx58BXFZ3","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.yA9tsWT9uzL2REnw"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ki Rush","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the <em>@UUID[Compendium.pf2e.spells-srd.ps0nmhclT6aIXgd8]</em> ki spell and a focus pool of 1 Focus Point.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1}],"slug":"ki-rush","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"10ljcayenbhp5nmy","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"0"},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"2"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"backpack","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"stowing":true,"traits":{"rarity":"common","value":[]},"usage":{"value":"wornbackpack"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"backpack"},{"_id":"oo4lauuxrqtkzyvu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"10ljcayenbhp5nmy","description":{"value":""},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":4}},"quantity":2,"rules":[],"size":"med","slug":"rations","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"qvglo3nbcoro6at1","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":33204,"system":{"baseItem":null,"containerId":"10ljcayenbhp5nmy","description":{"value":"<p>50 feet of rope.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":5}},"quantity":1,"rules":[],"size":"med","slug":"rope","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"hpngyf1dy9py718v","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":34375,"system":{"baseItem":null,"containerId":"10ljcayenbhp5nmy","description":{"value":"<p>When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":10,"rules":[],"size":"med","slug":"waterskin","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"imvptrwimt9bvg39","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":31250,"system":{"baseItem":null,"containerId":"10ljcayenbhp5nmy","description":{"value":""},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":1,"rules":[],"size":"med","slug":"chalk","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"uadq8whc2esc5ska","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":32032,"system":{"baseItem":null,"containerId":"10ljcayenbhp5nmy","description":{"value":"<p>Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time‑consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":2,"rules":[],"size":"med","slug":"flint-and-steel","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"h445gjzlq8i6zpr1","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":25000,"system":{"baseItem":null,"containerId":"10ljcayenbhp5nmy","description":{"value":"<p>A rolled up bed.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"bedroll","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"7g0g9bwv6ghjra40","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":33497,"system":{"baseItem":null,"containerId":"10ljcayenbhp5nmy","description":{"value":"<p>Bar of soap.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"soap","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"71NOqjwekwonrFat","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.44F1mfJei4GY8f2X"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/crowbar.webp","name":"Crowbar","sort":31641,"system":{"baseItem":null,"containerId":"10ljcayenbhp5nmy","description":{"value":"<p>When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. 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On a hit, the target becomes @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] until the start of your next turn.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":3}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":2,"range":20,"reload":{"value":"-"},"rules":[{"key":"Note","selector":"{item|_id}-damage","text":"PF2E.BombNotes.BottledLightning.Lesser.success"}],"size":"med","slug":"bottled-lightning-lesser","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":1},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["alchemical","bomb","consumable","electricity","splash"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"TScAZrvBT8KuvUZf","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"dex","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"nKjn5Cda19hZOV1h","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.x9wxQ61HNkAVbDHr"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Weapon Proficiency (Martial)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.martial.rank","value":"min(1,@actor.system.martial.simple.rank)"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.simple.rank","value":1}],"slug":"weapon-proficiency","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gDH6uYRF6MWcSSAi","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.lX5KDS2hU5LihZRs"},"pf2e":{"itemGrants":{"catFall":{"id":"yTkFmCeWUIQHx0i2","onDelete":"detach"}}}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Martial Disciple","sort":0,"system":{"boosts":{"0":{"value":["dex","str"]},"1":{"value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.</p>\n<p>Choose two ability boosts. One must be to <strong>Strength</strong> or <strong>Dexterity</strong>, and one is a free ability boost.</p>\n<p>You're trained in your choice of the Acrobatics or Athletics skill. You gain a skill feat: @UUID[Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD] if you chose Acrobatics or @UUID[Compendium.pf2e.feats-srd.ZBhvJ9O8MvBFAlhq] if you chose Athletics. You're also trained in the Warfare Lore skill.</p>"},"items":{},"rules":[{"adjustName":false,"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillAth","value":"athletics"}],"flag":"skill","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","rollOption":"martial-disciple","selection":"acrobatics"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.{item|flags.pf2e.rulesSelections.skill}.rank","value":1},{"flag":"catFall","key":"GrantItem","predicate":["martial-disciple:acrobatics"],"uuid":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"},{"flag":"quickJump","key":"GrantItem","predicate":["martial-disciple:athletics"],"uuid":"Compendium.pf2e.feats-srd.ZBhvJ9O8MvBFAlhq"}],"slug":"martial-disciple","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Warfare Lore","trainedSkills":{"custom":"","value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"yTkFmCeWUIQHx0i2","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"},"pf2e":{"grantedBy":{"id":"gDH6uYRF6MWcSSAi","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cat Fall","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"trained in Acrobatics"}]},"rules":[],"slug":"cat-fall","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VcItPdnnEntvQK3p","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"10ljcayenbhp5nmy","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Sajan (Level 1)","prototypeToken":{"name":"Sajan","texture":{"src":"systems/pf2e/icons/iconics/Sajan.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":19},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["dex","str","wis","con"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"LN"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"dex"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{"martial":{"rank":0},"simple":{"rank":1}},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":1},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":1},"soc":{"rank":0},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["vudrani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.mLR3MACZOnapZzZp"}}}
{"_id":"pdXoM4sHK5pzuVep","img":"systems/pf2e/icons/iconics/LemFull.webp","items":[{"_id":"QGvdSRUDGAsic8O4","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.Eq42wZ5OTweJLnLU"}},"img":"systems/pf2e/icons/features/ancestry/gutsy-halfling.webp","name":"Gutsy Halfling","sort":0,"system":{"ancestry":{"name":"Halfling","slug":"halfling","uuid":"Compendium.pf2e.ancestries.GgZAHbrjnzWOZy2v"},"description":{"value":"<p>Your family line is known for keeping a level head and staving off fear when the chips were down, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.</p>"},"rules":[{"adjustment":{"success":"one-degree-better"},"key":"AdjustDegreeOfSuccess","predicate":["emotion"],"selector":"saving-throw","type":"skill"}],"slug":"gutsy-halfling","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"oupbivnzxsssvj6u","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.AIOBWGOS4nkfH3kW"},"pf2e":{"itemGrants":{"muses":{"id":"g8mzi29u9d9ftowk"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Muses","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As a bard, you select one muse at 1st level. This muse leads you to great things, and might be a physical creature, a deity, a philosophy, or a captivating mystery.</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.4ripp6EfdVpS0d60]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.YMBsi4bndRAk5CX4]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.y0jGimYdMGDJWrEq]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.N03BtRvjX9TeHRa4]</li>\n</ul>"},"level":{"value":1},"location":"f2w61576g3wr14ob","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Bard class feature","predicate":["item:level:1","item:trait:bard","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.4ripp6EfdVpS0d60"},{"value":"Compendium.pf2e.classfeatures.YMBsi4bndRAk5CX4"},{"value":"Compendium.pf2e.classfeatures.y0jGimYdMGDJWrEq"},{"value":"Compendium.pf2e.classfeatures.N03BtRvjX9TeHRa4"}],"flag":"muses","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Bard.Muse.Prompt","selection":"Compendium.pf2e.classfeatures.YMBsi4bndRAk5CX4"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.muses}"}],"slug":"muses","source":{"value":""},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"j9zd4ga8lwepv08w","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.s0VbbQJNlSgPocui"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/musical-instrument-handheld.webp","name":"Composition Spells","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<h2>Composition Spells</h2>\n<p>You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse.</p>\n<p>Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>You learn the <em>@UUID[Compendium.pf2e.spells-srd.WILXkjU5Yq3yw10r]</em> composition spell, protecting against auditory and visual effects.</p>\n<h3>Composition Cantrips</h3>\n<p>Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose from the occult list. Generally, only feats can give you more composition cantrips. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining. You learn the <em>@UUID[Compendium.pf2e.spells-srd.IAjvwqgiDr3qGYxY]</em> composition cantrip, which boosts your allies' attacks, damage, and defense against fear.</p>"},"level":{"value":1},"location":"f2w61576g3wr14ob","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":10,"value":1}],"slug":"composition-spells","source":{"value":""},"traits":{"rarity":"common","selected":{},"value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"itt5kh8k538obkmb","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.fEOj0eOBe34qYdAa"}},"img":"systems/pf2e/icons/features/classes/occult-spellcasting.webp","name":"Occult Spellcasting","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You draw upon magic from esoteric knowledge. You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a bard, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a material component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.</p>\n<p>Each day, you can cast up to two 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.</p>\n<p>As you increase in level as a bard, your number of spells per day increases, as does the highest level of spells you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>"},"level":{"value":1},"location":"f2w61576g3wr14ob","prerequisites":{"value":[]},"rules":[],"slug":"occult-spellcasting","source":{"value":""},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7l5p09e2xhm6rpfs","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.6FsusoMYxxjyIkVh"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","name":"Spell Repertoire (Bard)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the occult spell list, or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<h3 class=\"title\"><strong>Swapping Spells in your Repertoire</strong></h3>\n<p>As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.</p>"},"level":{"value":1},"location":"f2w61576g3wr14ob","prerequisites":{"value":[]},"rules":[],"slug":"spell-repertoire-bard","source":{"value":""},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"f2w61576g3wr14ob","flags":{"core":{"sourceId":"Compendium.pf2e.classes.3gweRQ5gn7szIWAv"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/bard.webp","name":"Bard","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"longsword, rapier, sap, shortbow, shortsword, and whip","rank":1},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>You are a master of artistry, a scholar of hidden secrets, and a captivating persuader. Using powerful performances, you influence minds and elevate souls to new levels of heroics. You might use your powers to become a charismatic leader, or perhaps you might instead be a counselor, manipulator, scholar, scoundrel, or virtuoso. While your versatility leads some to consider you a beguiling ne'erdo- well and a jack-of-all-trades, it's dangerous to dismiss you as a master of none.</em></p>\n<p><strong>Key Ability: CHARISMA</strong></p>\n<p>At 1st level, your class gives you an ability boost to Charisma.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Bard</h1>\n<h2>During Combat Encounters...</h2>\n<p>You use magical performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful spells as needed.</p>\n<h2>During Social Encounters...</h2>\n<p>You persuade, prevaricate, and threaten with ease.</p>\n<h2>While Exploring...</h2>\n<p>You're a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group's adventure. Your spells and performances inspire your allies to greater discovery and success.</p>\n<h2>In Downtime...</h2>\n<p>You can earn money and prestige with your performances, gaining a name for yourself and acquiring patrons. Eventually, tales of your talents and triumphs might attract other bards to study your techniques in a bardic college.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Have a passion for your art so strong that you forge a spiritual connection with it.</li>\n<li>Take point when tact and nonviolent solutions are required.</li>\n<li>Follow your muse, whether it's a mysterious fey creature, a philosophical concept, a psychic force, or a deity of art or music, and with its aid learn secret lore that few others have.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Relish the opportunity to invite you to social events, either as a performer or a guest, but consider you to be something of a curiosity in their social circles.</li>\n<li>Underestimate you compared to other spellcasters, believing you are little more than a foppish minstrel and overlooking the subtle power of your magic.</li>\n<li>Respond favorably to your social charm and abilities, but remain suspicious of your beguiling magic.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Occultism</p>\n<p>Trained in Performance</p>\n<p>Trained in a number of additional skills equal to 4 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in the longsword, rapier, sap, shortbow, shortsword, and whip</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in occult spell attacks</p>\n<p>Trained in occult spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Bard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, occult spellcasting, spell repertoire, composition spells, muse</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, lightning reflexes, signature spells, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, great fortitude, resolve, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, bard feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, bard weapon expertise, general feat, skill increase, vigilant senses</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, light armor expertise, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, greater resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Bard feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, legendary spellcaster, magnum opus, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, bard feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Composition Spells</h2>\n<p>You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse.</p>\n<p>Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>You learn the <em>@UUID[Compendium.pf2e.spells-srd.WILXkjU5Yq3yw10r]</em> composition spell, protecting against auditory and visual effects.</p>\n<h3><strong>Composition Cantrips</strong></h3>\n<p>Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose from the occult list. Generally, only feats can give you more composition cantrips. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining. You learn the <em>@UUID[Compendium.pf2e.spells-srd.IAjvwqgiDr3qGYxY]</em> composition cantrip, which boosts your allies' attacks, damage, and defense against fear.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Muses</h2>\n<p>As a bard, you select one muse at 1st level. This muse leads you to great things, and might be a physical creature, a deity, a philosophy, or a captivating mystery.</p>\n<p>Muses can be found here: @UUID[Compendium.pf2e.classfeatures.YMBsi4bndRAk5CX4], @UUID[Compendium.pf2e.classfeatures.y0jGimYdMGDJWrEq], @UUID[Compendium.pf2e.classfeatures.4ripp6EfdVpS0d60], and @UUID[Compendium.pf2e.classfeatures.N03BtRvjX9TeHRa4].</p>\n<h2>Occult Spellcasting</h2>\n<p>You draw upon magic from esoteric knowledge. You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a bard, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.</p>\n<p>Each day, you can cast up to two 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.</p>\n<p>As you increase in level as a bard, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3-6: Bard Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up -- this is usually equal to the highest level of bard spell slot you have. For example, as a 1st-level bard, your cantrips are 1st-level spells, and as a 5th-level bard, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color: white; width: 120px; background-color: #522e2c; text-align: center; height: 25px;\" colspan=\"12\">* The magnum opus class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2>Spell Repertoire</h2>\n<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3-6), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<h3><strong>Swapping Spells in Your Repertoire</strong></h3>\n<p>As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.</p>\n<h2>Bard Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a bard class feat.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Lightning Reflexes<span style=\"float: right;\">Level 3</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank in Reflex saves increases to expert.</p>\n<h2>Signature Spells<span style=\"float: right;\">Level 3</span></h2>\n<p>Experience allows you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Expert Spellcaster<span style=\"float: right;\">Level 7</span></h2>\n<p>Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.</p>\n<h2>Great Fortitude<span style=\"float: right;\">Level 9</span></h2>\n<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Resolve<span style=\"float: right;\">Level 9</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2>Bard Weapon Expertise<span style=\"float: right;\">Level 11</span></h2>\n<p>You have become thoroughly adept with bardic weapons. You gain expert proficiency in simple weapons and unarmed attacks, plus the longsword, rapier, sap, shortbow, shortsword, and whip. When you critically succeed at an attack roll using one of these weapons while one of your compositions is active, you apply the critical specialization effect for that weapon.</p>\n<h2>Vigilant Senses<span style=\"float: right;\">Level 11</span></h2>\n<p>Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.</p>\n<h2>Light Armor Expertise<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you're a master, and 4 damage if you're legendary.</p>\n<h2>Master Spellcaster<span style=\"float: right;\">Level 15</span></h2>\n<p>You've mastered the occult. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.</p>\n<h2>Greater Resolve<span style=\"float: right;\">Level 17</span></h2>\n<p>Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success at a Will save, you get a critical success. When you roll a critical failure at a Will save, you get a failure instead. When you roll a failure on a Will save against a damaging effect, you take half damage.</p>\n<h2>Legendary Spellcaster<span style=\"float: right;\">Level 19</span></h2>\n<p>Your command of occult magic is the stuff of legends. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.</p>\n<h2>Magnum Opus<span style=\"float: right;\">Level 19</span></h2>\n<p>You have tuned your spellcasting to the highest caliber. Add two common 10th-level occult spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using bard spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"06b94":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"1da3z":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"},"1qqwt":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"73fw3":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":11,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"81u6r":{"img":"systems/pf2e/icons/features/classes/magnum-opus.webp","level":19,"name":"Magnum Opus","uuid":"Compendium.pf2e.classfeatures.NjsOpWbbzUY2Hpk3"},"9uoge":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":9,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"ed5t5":{"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","level":1,"name":"Spell Repertoire (Bard)","uuid":"Compendium.pf2e.classfeatures.6FsusoMYxxjyIkVh"},"en1lf":{"img":"systems/pf2e/icons/equipment/adventuring-gear/musical-instrument-handheld.webp","level":1,"name":"Composition Spells","uuid":"Compendium.pf2e.classfeatures.s0VbbQJNlSgPocui"},"iipml":{"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","level":9,"name":"Great Fortitude","uuid":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"},"oitnf":{"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","level":3,"name":"Signature Spells (Level 3)","uuid":"Compendium.pf2e.classfeatures.VKRjmXxBFLrJK01c"},"oyw8v":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Muses","uuid":"Compendium.pf2e.classfeatures.AIOBWGOS4nkfH3kW"},"q84eq":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Light Armor Expertise","uuid":"Compendium.pf2e.classfeatures.pZYkb12t5DSwtts7"},"qev30":{"img":"systems/pf2e/icons/features/classes/occult-spellcasting.webp","level":1,"name":"Occult Spellcasting","uuid":"Compendium.pf2e.classfeatures.fEOj0eOBe34qYdAa"},"qphik":{"img":"systems/pf2e/icons/features/classes/greater-resolve.webp","level":17,"name":"Greater Resolve","uuid":"Compendium.pf2e.classfeatures.5LOARurr4qWkfS9K"},"tjlz3":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":3,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"usp0h":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster (Level 19)","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"yjn5p":{"img":"systems/pf2e/icons/features/classes/bard-weapon-expertise.webp","level":11,"name":"Bard Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.4lp8oG9A3zuqhPBS"}},"keyAbility":{"selected":"cha","value":["cha"]},"perception":2,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-longsword.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-rapier.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-sap.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-shortbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-shortsword.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-whip.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.occult.rank","value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"bard","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":4,"value":["occ","prf"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"g8mzi29u9d9ftowk","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.YMBsi4bndRAk5CX4"},"pf2e":{"grantedBy":{"id":"oupbivnzxsssvj6u"},"itemGrants":{"maestro":{"id":"71o170k6fx7d4wpp"}}}},"img":"systems/pf2e/icons/features/classes/maestro.webp","name":"Maestro","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your muse is a virtuoso, inspiring you to greater heights. If it's a creature, it might be a performance-loving creature such as a choral angel or lillend azata; if a deity, it might be @UUID[Compendium.pf2e.deities.gxwmzxUWBOhdgFSN]. As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities. You gain the @UUID[Compendium.pf2e.feats-srd.sVjATEo8eqkAosNp] feat and add <em>@UUID[Compendium.pf2e.spells-srd.szIyEsvihc5e1w8n]</em> to your spell repertoire.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.sVjATEo8eqkAosNp"}],"slug":"maestro","source":{"value":""},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"71o170k6fx7d4wpp","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.sVjATEo8eqkAosNp"},"pf2e":{"grantedBy":{"id":"g8mzi29u9d9ftowk"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Lingering Composition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>By adding a flourish, you make your compositions last longer. You learn the <em>@UUID[Compendium.pf2e.spells-srd.irTdhxTixU9u9YUm]</em> focus spell. Increase the number of Focus Points in your focus pool by 1.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[{"value":"maestro muse"}]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1}],"slug":"lingering-composition","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7903gg8gk1ek4sey","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.i4hN6OYv8qmi3GLW"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Entertainer","sort":0,"system":{"boosts":{"0":{"selected":"cha","value":["cha","dex"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Charisma</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Performance skill and the Theater Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.7LB00jkh6JaJr3vS] skill feat.</p>"},"items":{"q8t33":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Fascinating Performance","uuid":"Compendium.pf2e.feats-srd.7LB00jkh6JaJr3vS"}},"rules":[],"slug":"entertainer","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Theatre Lore","trainedSkills":{"value":["prf"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"8ucjmery5j94rgn4","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.7LB00jkh6JaJr3vS"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Fascinating Performance","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you're an expert in Performance, you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time.</p>"},"level":{"value":1},"location":"7903gg8gk1ek4sey","prerequisites":{"value":[{"value":"trained in Performance"}]},"rules":[],"slug":"fascinating-performance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mYjJumRH5DmPWPzm","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Theatre Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"E4X7aVI9CDtUxsx8","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.ZbRVqf14RTJJIZXG"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Halfling Luck","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p><strong>Frequency</strong> once per day</p>\n<p><strong>Trigger</strong> You fail a skill check or saving throw.</p>\n<hr />\n<p>Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse than your first roll.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"halfling-luck","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","halfling"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"vf93Y9vVzvMCxBfk","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Occult Spontaneous Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"spontaneous"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":3,"prepared":[],"value":3},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":3,"prepared":[],"value":3},"slot3":{"max":2,"prepared":[],"value":2},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"gCz4sF1hgtUNanQE","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Focus Occult Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"focus"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"RqEAJNheNQ5UjZii","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.4gBIw4IDrSfFHik4"}},"img":"systems/pf2e/icons/spells/daze.webp","name":"Daze","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"mental"},"value":"0"}}},"description":{"value":"<p>You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1}.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> The damage increases by 1d6.</p>"},"duration":{"value":"1 round"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":2,"type":"interval"},"level":{"value":1},"location":{"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"basic","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"daze","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","mental","nonlethal"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"hNnUx9jkqLp9QGhd","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.atlgGNI1E1Ox3O3a"}},"img":"systems/pf2e/icons/spells/ghost-sound.webp","name":"Ghost Sound","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The range increases to 60 feet.</p>\n<p><strong>Heightened (5th)</strong> The range increases to 120 feet.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ghost-sound","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["auditory","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"xDSvnJ3NtV557OZx","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.IAjvwqgiDr3qGYxY"}},"img":"systems/pf2e/icons/spells/inspire-courage.webp","name":"Inspire Courage","sort":100000,"system":{"ability":{"value":""},"area":{"type":"emanation","value":60},"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.beReeFroAx24hj83]</p>"},"duration":{"value":"1 round"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"gCz4sF1hgtUNanQE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"inspire-courage","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"custom":"","value":[]},"traits":{"rarity":"uncommon","value":["bard","cantrip","composition","emotion","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"dPB7H1Ddofa7Ng66","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4"}},"img":"systems/pf2e/icons/spells/light.webp","name":"Light","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.cVVZXNbV0nElVOPZ]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"light","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["light","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"QrD5ZAO5Wt0IWuL7","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Qw3fnUlaUbnn7ipC"}},"img":"systems/pf2e/icons/spells/prestidigitation.webp","name":"Prestidigitation","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.</p>\n<ul>\n<li><strong>Cook</strong> Cool, warm, or flavor 1 pound of nonliving material.</li>\n<li><strong>Lift</strong> <strong>Slowly</strong> lift an unattended object of light Bulk or less 1 foot off the ground.</li>\n<li><strong>Make</strong> Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile-it can't be used as a tool, weapon, or spell component.</li>\n<li><strong>Tidy</strong> Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.</li>\n</ul>\n<p>Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"10 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"prestidigitation","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":true},"target":{"value":"1 object (cook, lift, or tidy only)"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"LWBgKbZ5ODtJxlQg","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.60sgbuMWN0268dB7"}},"img":"systems/pf2e/icons/spells/telekinetic-projectile.webp","name":"Telekinetic Projectile","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"untyped"},"value":"1d6"}}},"description":{"value":"<p>You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.</p>\n<hr />\n<p><strong>Critical Success</strong> You deal double damage.</p>\n<p><strong>Success</strong> You deal full damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"telekinetic-projectile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["attack","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"HdfmV8v0TAw4OEU6","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.vLA0q0WOK2YPuJs6"}},"img":"systems/pf2e/icons/spells/charm.webp","name":"Charm","sort":100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.</p>\n<p>You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected and aware you tried to charm it.</p>\n<p><strong>Success</strong> The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.</p>\n<p><strong>Failure</strong> The target's attitude becomes @UUID[Compendium.pf2e.conditionitems.v66R7FdOf11l94im] toward you. If it was Friendly, it becomes @UUID[Compendium.pf2e.conditionitems.v44P3WUcU1j0115l]. It can't use hostile actions against you.</p>\n<p><strong>Critical Failure</strong> The target's attitude becomes Helpful toward you, and it can't use hostile actions against you.</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The duration lasts until the next time you make your daily preparations.</p>\n<p><strong>Heightened (8th)</strong> The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.</p>"},"duration":{"value":"1 hour"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"charm","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":["emotion","incapacitation","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"TttWwYAmpIHN6Ocy","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.4koZzrnMXhhosn0D"}},"img":"systems/pf2e/icons/spells/fear.webp","name":"Fear","sort":125000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You plant fear in the target; it must attempt a Will save.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1}.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 2}.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 3} and @UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D] for 1 round.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target up to five creatures.</p>"},"duration":{"value":"varies"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"fear","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["emotion","fear","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"yWu1ZuQU8ThkTgge","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. 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Performance","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":60},"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p><strong>Trigger</strong> You or an ally within 60 feet rolls a saving throw against an auditory or visual effect.</p>\n<hr />\n<p>Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"gCz4sF1hgtUNanQE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"counter-performance","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"reaction"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["bard","composition","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"T3O0SnybSYJvFN2D","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.irTdhxTixU9u9YUm"}},"img":"systems/pf2e/icons/spells/lingering-composition.webp","name":"Lingering Composition","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.</p>\n<hr /><strong>Critical Success</strong> The composition lasts 4 rounds.\n<p><strong>Success</strong> The composition lasts 3 rounds.</p>\n<p><strong>Failure</strong> The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"gCz4sF1hgtUNanQE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"lingering-composition","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"free"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"w1q7mpfugozttbxq","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"}},"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","name":"Lightning Reflexes","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>"},"level":{"value":3},"location":"f2w61576g3wr14ob","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.reflex.rank","value":2}],"slug":"lightning-reflexes","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xf5w6oo44blz35tg","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.VKRjmXxBFLrJK01c"}},"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","name":"Signature Spells","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Experience enables you to cast some spells more flexibly.</p>\n<p>For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell level or lower).</p>\n<p>You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.</p>"},"level":{"value":3},"location":"f2w61576g3wr14ob","prerequisites":{"value":[]},"rules":[],"slug":"signature-spells","source":{"value":""},"traits":{"rarity":"common","value":["bard","oracle","sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"MSZwOzAk8uYPgAiD","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.50CRpoP5XS1MVbu8"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Titan Slinger","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a sling against a Large or larger creature, increase the size of the weapon damage die by one step.</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[{"key":"DamageDice","override":{"upgrade":true},"predicate":["item:group:sling","titan-mauler"],"selector":"strike-damage"},{"domain":"damage-roll","key":"RollOption","label":"Target is large or larger","option":"titan-mauler","toggleable":true}],"slug":"titan-slinger","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["halfling"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"TVZjrbe7zaFAvYi9","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.eUXgY8W3fShlW7pd"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Inspire Competence","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You learn the <em>@UUID[Compendium.pf2e.spells-srd.f0Z5mqGA6Yu79B8x]</em> composition cantrip, which aids your allies' skills.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[{"value":"maestro muse"}]},"rules":[],"slug":"inspire-competence","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"x0PTFEX6WYTvcvC8","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.sahJHnojXO9eEXVE"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Inspire Defense","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You learn the <em>@UUID[Compendium.pf2e.spells-srd.bH0kPuf7UKxRvi2P]</em> composition cantrip, which protects you and allies.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"maestro muse"}]},"rules":[],"slug":"inspire-defense","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"WN4CMIaaSY4gQLZW","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.aJUXbe9HJVvv0Mxa"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Breath Control","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"Breath control (vs. inhaled)","predicate":["inhaled"],"selector":"saving-throw","type":"circumstance","value":1},{"key":"Note","predicate":["inhaled"],"selector":"saving-throw","text":"If you roll a success on a saving throw against an inhaled threat, you get a critical success instead.","title":"{item|name}"}],"slug":"breath-control","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"AjLRY2t0UlbVfkGk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.zhIaJewomiJTkKFV"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Virtuosic Performer (Winds)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when playing a wind instrument. If you are a master in Performance, this bonus increases to +2.</p>\n<hr />\n<p><strong>Example performances</strong> Bagpipe, flute, recorder, trumpet</p>\n<p>If it's unclear whether the specialty applies, the GM decides.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Performance"}]},"rules":[{"key":"FlatModifier","predicate":["wings"],"selector":"performance","type":"circumstance","value":{"brackets":[{"end":4,"start":3,"value":2},{"end":2,"start":1,"value":1}],"field":"actor|system.skills.prf.rank"}}],"slug":"virtuosic-performer-winds","source":{"value":""},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"hUtYkm0PBTn86yoP","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cat Fall","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Acrobatics"}]},"rules":[],"slug":"cat-fall","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"4OsgQHJjeU5dbnjL","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.bH0kPuf7UKxRvi2P"}},"img":"systems/pf2e/icons/spells/inspire-defense.webp","name":"Inspire Defense","sort":300000,"system":{"ability":{"value":""},"area":{"type":"emanation","value":60},"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You inspire yourself and your allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's level to physical damage.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.DLwTvjjnqs2sNGuG]</p>"},"duration":{"value":"1 round"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"gCz4sF1hgtUNanQE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"inspire-defense","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"custom":"","value":[]},"traits":{"rarity":"uncommon","value":["bard","cantrip","composition","emotion","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"zcEUfLV7pwVM6aaU","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.f0Z5mqGA6Yu79B8x"}},"img":"systems/pf2e/icons/spells/inspire-competence.webp","name":"Inspire Competence","sort":200000,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Your encouragement inspires your ally to succeed at a task. This counts as having taken sufficient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed.</p>\n<p>The GM might rule that you can't use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise).</p>"},"duration":{"value":"1 round"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"gCz4sF1hgtUNanQE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"inspire-competence","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 ally"},"time":{"value":"1"},"traditions":{"custom":"","value":[]},"traits":{"rarity":"uncommon","value":["bard","cantrip","composition","emotion","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"kAhPWbthuGbBiq3E","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM"}},"img":"systems/pf2e/icons/spells/magic-missile.webp","name":"Magic Missile","sort":150000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"force"},"value":"1d4+1"}}},"description":{"value":"<p>You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> You shoot one additional missile with each action you spend.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"signature":true,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-missile","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1 to 3"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"deFew0QEXEtn3rlv","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.HRb2doyaLtaoCfi3"}},"img":"systems/pf2e/icons/spells/faerie-fire.webp","name":"Faerie Fire","sort":0,"system":{"ability":{"value":""},"area":{"type":"burst","value":10},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] while affected by faerie fire. If the creatures are @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML], they are Concealed while affected by faerie fire, rather than being @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf].</p>"},"duration":{"value":"5 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"faerie-fire","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["light"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ZDrhwVgABQGYJzCd","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.tlSE7Ly8vi1Dgddv"}},"img":"systems/pf2e/icons/spells/hideous-laughter.webp","name":"Hideous Laughter","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The target is overtaken with uncontrollable laughter. It must attempt a Will save.</p>\n<hr /><strong>Critical Success</strong> The target is unaffected.\n<p><strong>Success</strong> The target is plagued with uncontrollable laugher. It can't use reactions.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 1} and can't use reactions.</p>\n<p><strong>Critical Failure</strong> The target falls @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60] and can't use actions or reactions for 1 round. It then suffers the failure effects.</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"hideous-laughter","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 living creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["emotion","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"iQq2QDusannt6QID","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB"}},"img":"systems/pf2e/icons/spells/invisibility.webp","name":"Invisibility","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Cloaked in illusion, the target becomes @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML]. This makes it @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] to all creatures, though the creatures can attempt to find the target, making it @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"invisibility","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ajYSO2R9BFgVsFhk","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.o6YCGx4lycsYpww4"}},"img":"systems/pf2e/icons/spells/haste.webp","name":"Haste","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Magic empowers the target to act faster. It gains the @UUID[Compendium.pf2e.conditionitems.nlCjDvLMf2EkV2dl] condition and can use the extra action each round only for Strike and Stride actions.</p>\n<hr />\n<p><strong>Heightened (7th)</strong> You can target up to 6 creatures.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"heightenedLevel":3,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"haste","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"Qm7hWNjSFp5Dzpan","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WsUwpfmhKrKwoIe3"}},"img":"systems/pf2e/icons/spells/slow.webp","name":"Slow","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You dilate the flow of time around the target, slowing its actions.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 1} for 1 round.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 1} for 1 minute.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 2} for 1 minute.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> You can target up to 10 creatures.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"heightenedLevel":3,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"slow","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"Tclq5KGB1acSKgKX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"3d6+6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"worn","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"6kDOiLNPWP2Ngb2g","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UCH4myuFnokGv0vF"}},"img":"systems/pf2e/icons/equipment/weapons/sling.webp","name":"Sling","sort":0,"system":{"MAP":{"value":""},"baseItem":"sling","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d6"},"description":{"value":"<p>Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range.</p>"},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"sling","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":50,"reload":{"value":"1"},"rules":[],"size":"med","slug":"sling","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["propulsive"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"SsNrznCFd19weI46","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.MKSeXwUm56c15MZa"}},"img":"systems/pf2e/icons/equipment/weapons/sling-bullets.webp","name":"Sling Bullets","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.</p>"},"equipped":{"carryType":"worn","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"per":10,"value":{"cp":1}},"quantity":10,"rules":[],"size":"med","slug":"sling-bullets","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"slingBullets","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"tTlqBL97pZ8Ragc6","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Xnqglykl3Cif8rN9"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/thunderstone.webp","name":"Thunderstone (Lesser)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"sonic","dice":1,"die":"d4"},"description":{"value":"<p>When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a @Check[type:fortitude|dc:17|name:Lesser Thunderstone|showDC:all] saving throw with the listed DC or be @UUID[Compendium.pf2e.conditionitems.9PR9y0bi4JPKnHPR] until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls.</p>\n<p>The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":3}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":20,"reload":{"value":"-"},"rules":[{"key":"Note","selector":"{item|_id}-damage","text":"PF2E.BombNotes.Thunderstone.Lesser.success"}],"size":"med","slug":"thunderstone-lesser","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":1},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["alchemical","bomb","consumable","sonic","splash"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"4bJGn0gCU5tgKayl","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.GgZAHbrjnzWOZy2v"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/halfling.svg","name":"Halfling","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["dwarven","elven","gnomish","goblin"]},"boosts":{"0":{"value":["dex"]},"1":{"value":["wis"]},"2":{"selected":"cha","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within the walls of larger cities, carving out small communities alongside taller folk. Many halflings lead perfectly fulfilling lives in the shadows of their larger neighbors, while others prefer a nomadic existence, traveling the world and taking advantage of opportunities and adventures as they come.</em></p>\n<hr />\n<p>Optimistic and cheerful, blessed with uncanny luck, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easygoing, they are the best kind of opportunists, and their passions favor joy over violence. Even in the jaws of danger, halflings rarely lose their sense of humor.</p>\n<p>Many taller people dismiss halflings due to their size or, worse, treat them like children. Halflings use these prejudices and misconceptions to their advantage, gaining access to opportunities and performing deeds of daring mischief or heroism. A halfling's curiosity is tempered by wisdom and caution, leading to calculated risks and narrow escapes.</p>\n<p>While their wanderlust and curiosity sometimes drive them toward adventure, halflings also carry strong ties to house and home, often spending above their means to achieve comfort in their homelife.</p>\n<p>If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Get along well with a wide variety of people and enjoy meeting new friends.</li>\n<li>Find it difficult to resist indulging your curiosity, even when you know it's going to lead to trouble.</li>\n<li>Hold a deep and personal hatred of the practice of slavery and devote yourself to freeing those who still labor against their will.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Appreciate your ability to always find a silver lining or something to laugh about, no matter how dire the situation.</li>\n<li>Think you bring good luck with you.</li>\n<li>Underestimate your strength, endurance, and fighting prowess.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child.</p>\n<p>Most halflings prefer to walk barefoot rather than wearing shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black.</p>\n<p>Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.</p>\n<h2>Society</h2>\n<p>Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have no cultural homeland in the Inner Sea region, and they instead weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family.</p>\n<p>Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures.</p>\n<h2>Alignment and Religion</h2>\n<p>Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Halfling alignments vary, typically closely in keeping with the alignment of the other ancestries that live around them. Halflings favor gods that either grant luck, like Desna, or encourage guile, like Norgorber, and many appreciate Cayden Cailean's role as a liberator, as well as any religions common among other ancestries around them.</p>\n<h2>Adventurers</h2>\n<p>Halflings' natural wanderlust and opportunistic nature make them ideal adventurers. Many people put up with their vivacious attitudes in return for the natural talents they provide and the popular superstition that traveling with a halfling is good luck.</p>\n<p>Typical backgrounds for halflings include acrobat, criminal, emissary, entertainer, laborer, and street urchin. Halflings make great clerics and rogues, but many also become monks or rangers.</p>\n<h2>Names</h2>\n<p>Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance. This goes only for their own people, however—halflings have names that suit them, and they understand that elves and humans might have longer names to suit their own aesthetics. Humans in particular have a tendency to refer to halflings by nicknames, with 'Lucky' being common to the point of absurdity.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Halfling Mechanics</h2>\n<p><strong>Hit Points</strong> 6</p>\n<p><strong>Size</strong> Small</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Dexterity, Wisdom, Free</p>\n<p><strong>Ability Flaw</strong> Strength</p>\n<p><strong>Languages</strong> Common, Halfling</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Keen Eyes</strong> Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.</p>"},"flaws":{"0":{"value":["str"]}},"hp":6,"items":{"3084v":{"img":"systems/pf2e/icons/features/ancestry/keen-eyes.webp","level":"0","name":"Keen Eyes","uuid":"Compendium.pf2e.ancestryfeatures.y1EmCv2cEb5hXBwx"}},"languages":{"custom":"","value":["common","halfling"]},"reach":5,"rules":[],"size":"sm","slug":"halfling","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["halfling","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"8lU6lWffDQlYCL9L","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.y1EmCv2cEb5hXBwx"}},"img":"systems/pf2e/icons/features/ancestry/keen-eyes.webp","name":"Keen Eyes","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] action to find @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] or @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] creatures within 30 feet of you. When you target an opponent that is @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.</p>"},"level":{"value":0},"location":"4bJGn0gCU5tgKayl","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":["action:seek","target:within-30-feet",{"or":["target:hidden","target:undetected"]}],"selector":"perception","type":"circumstance","value":2}],"slug":"keen-eyes","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{"halfling":"Halfling"},"value":["halfling"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"bf7RiKIItVj3HUDP","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.szIyEsvihc5e1w8n"}},"img":"systems/pf2e/icons/spells/soothe.webp","name":"Soothe","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":""},"value":"1d10+4"}}},"description":{"value":"<p>You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.nkk4O5fyzrC0057i]</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing increases by 1d10+4.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d10+4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"heightenedLevel":1,"signature":true,"value":"vf93Y9vVzvMCxBfk"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"soothe","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["occult"]},"traits":{"rarity":"common","value":["emotion","healing","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"3JLHJ1oQBXhQcGzD","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.MPv5Yx4w7scZGj2Y"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/musical-instrument-handheld.webp","name":"Flute - Musical Instrument (Handheld)","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while played.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":8}},"quantity":1,"rules":[],"size":"med","slug":"musical-instrument-handheld","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"8FkwjLFQgBIrLFxV","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You need thieves' tools to @UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H]{Pick Locks} or @UUID[Compendium.pf2e.actionspf2e.cYdz2grcOcRt4jk6]{Disable Devices} (of some types) using the Thievery skill.</p>\n<p>If your thieves' tools are broken, you can repair them by replacing the lock picks with @UUID[Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44]{Replacement Picks} appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"thieves-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"DxGaVmArhD5LzNuG","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.4tIVTg9wj56RrveA"}},"img":"systems/pf2e/icons/equipment/armor/leather-armor.webp","name":"+1 Leather Armor","sort":0,"system":{"armor":{"value":1},"baseItem":"leather-armor","category":"light","check":{"value":-1},"containerId":null,"description":{"value":"<p>A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.</p>"},"dex":{"value":4},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":true},"equippedBulk":{"value":"1"},"group":"leather","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":160}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"resiliencyRune":{"value":null},"rules":[],"size":"med","slug":"leather-armor","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":10},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"}],"name":"Lem (Level 5)","prototypeToken":{"name":"Lem","texture":{"src":"systems/pf2e/icons/iconics/Lem.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":56},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["cha","dex","con","int"],"5":["cha","dex","con","str"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"CG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":2},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":2},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":1},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":2},"rel":{"rank":0},"soc":{"rank":1},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["infernal"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.pdXoM4sHK5pzuVep"}}}
{"_id":"psZZ5FZfDJv5MM51","img":"systems/pf2e/icons/iconics/JirelleFull.webp","items":[{"_id":"54TF5PQy0vpGust7","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.N36ZR4lh9eCazDaN"}},"img":"systems/pf2e/icons/features/ancestry/half-elf.webp","name":"Half-Elf","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and @UUID[Compendium.pf2e.ancestryfeatures.DRtaqOHXTRtGRIUT]. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.</p>"},"rules":[{"key":"Sense","selector":"lowLightVision"},{"add":["elf","half-elf"],"key":"ActorTraits"}],"slug":"half-elf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["half-elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"78s8n3ghsssin5k9","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.beW1OqibVQ3fBvRw"},"pf2e":{"itemGrants":{"swashbucklersStyle":{"id":"2qnrpdxi4894n8mw"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Swashbuckler's Style","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As a swashbuckler, you have your own distinctive style that enables you to gracefully handle everyday events and life-or-death situations alike. Choose a swashbuckler's style. This style determines the additional actions you use to gain panache and makes you trained in the skill related to that action.</p>"},"level":{"value":1},"location":"ixcauwpixcfg96fy","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Swashbuckler class feature","predicate":["item:level:1","item:trait:swashbuckler","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.5HoEwzLDJGTCZtFa"},{"value":"Compendium.pf2e.classfeatures.KBhwFjdptrKyN5EM"},{"value":"Compendium.pf2e.classfeatures.Jgid6Ja6Y879COlN"},{"value":"Compendium.pf2e.classfeatures.B7RMnrHwQHlezlJT"},{"value":"Compendium.pf2e.classfeatures.4lGhbEjlEoGP4scl"}],"flag":"swashbucklersStyle","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Swashbuckler.Style.Prompt","selection":"Compendium.pf2e.classfeatures.Jgid6Ja6Y879COlN"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.swashbucklersStyle}"}],"slug":"swashbucklers-style","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","selected":{"swashbuckler":"Swashbuckler"},"value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"s4comgo7y2th9gy6","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.LzYi0OuOoypNb6jd"}},"img":"systems/pf2e/icons/features/classes/panache.webp","name":"Panache","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.uBJsxCzNhje8m8jj]</p>\n<p>You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including @UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8] and additional actions determined by your swashbuckler's style (see below). At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).</p>\n<p>While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.</p>\n<p>Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache</p>"},"level":{"value":1},"location":"ixcauwpixcfg96fy","prerequisites":{"value":[]},"rules":[],"slug":"panache","source":{"value":""},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xm309zxwxj9mxvf1","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.RQH6vigvhmiYKKjg"}},"img":"systems/pf2e/icons/features/classes/precise-strike.webp","name":"Precise Strike","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You Strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.</p>\n<p>As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.</p>"},"level":{"value":1},"location":"ixcauwpixcfg96fy","prerequisites":{"value":[]},"rules":[{"disabledIf":[{"not":"self:effect:panache"}],"disabledValue":false,"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.PreciseStrike.Finisher","option":"finisher","toggleable":true},{"damageCategory":"precision","key":"FlatModifier","predicate":["class:swashbuckler","self:effect:panache",{"or":["item:melee",{"and":["feat:flying-blade","item:thrown","target:range-increment:1"]}]},{"or":["item:trait:agile","item:trait:finesse"]},{"not":"finisher"}],"selector":"strike-damage","slug":"precise-strike","value":{"brackets":[{"end":4,"value":2},{"end":8,"start":5,"value":3},{"end":12,"start":9,"value":4},{"end":16,"start":13,"value":5},{"start":17,"value":6}]}},{"category":"precision","dieSize":"d6","key":"DamageDice","predicate":["class:swashbuckler","self:effect:panache","finisher",{"or":["item:melee",{"and":["feat:flying-blade","item:thrown","target:range-increment:1"]}]},{"or":["item:trait:agile","item:trait:finesse"]}],"selector":"strike-damage","slug":"finisher","value":{"brackets":[{"end":4,"value":{"diceNumber":2}},{"end":8,"start":5,"value":{"diceNumber":3}},{"end":12,"start":9,"value":{"diceNumber":4}},{"end":16,"start":13,"value":{"diceNumber":5}},{"start":17,"value":{"diceNumber":6}}]}}],"slug":"precise-strike","source":{"value":""},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ixcauwpixcfg96fy","flags":{"core":{"sourceId":"Compendium.pf2e.classes.uJ5aCzlw34GGdWjp"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/swashbuckler.webp","name":"Swashbuckler","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>Many warriors rely on brute force, weighty armor, or cumbersome weapons. For you, battle is a dance where you move among foes with style and grace. You dart among combatants with flair and land powerful finishing moves with a flick of the wrist and a flash of the blade, all while countering attacks with elegant ripostes that keep enemies off balance. Harassing and thwarting your foes lets you charm fate and cheat death time and again with aplomb and plenty of flair.</em></p>\n<p><strong>Key Ability: DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1 class=\"title\">Roleplaying the Swashbuckler</h1>\n<h2 class=\"title\">During Combat Encounters...</h2>\n<p>You show off to gain panache, leveraging your flair to build up to powerful finishing moves. You stay nimble, moving into the best position to perform your maneuvers while dodging enemy blows and responding with swift ripostes. Depending on your swashbuckler's style, you might dance among your foes; slip past their defenses; or beguile, distract, or frighten them.</p>\n<h2 class=\"title\">During Social Encounters...</h2>\n<p>You are equally likely to charm or intimidate others-or both. You might be an adept socialite, or you might create distractions for others who do the talking.</p>\n<h2 class=\"title\">While Exploring...</h2>\n<p>You keep a careful eye on your surroundings and other people, always prepared to leap into action with bravado and flair. You interact with the environment in bold, sweeping strokes rather than skulking to avoid detection.</p>\n<h2 class=\"title\">In Downtime...</h2>\n<p>You might carouse at the tavern, repair and maintain your armaments, or train to learn new techniques. To maintain your impressive reputation, you might build an organization in your name or establish a following of admirers.</p>\n<h2 class=\"title\">You Might...</h2>\n<ul>\n<li>Portray yourself as a heroic daredevil or a roguish braggart, knowing you can live up to the image you present.</li>\n<li>Hold yourself in high esteem, confident in your abilities and your reputation.</li>\n<li>Practice your skills and maneuvers regularly to ensure you never grow rusty.</li>\n</ul>\n<h2 class=\"title\">Others Probably...</h2>\n<ul>\n<li>Admire your theatrics, bravado, and skill with a blade.</li>\n<li>Find you arrogant unless they know you well enough to appreciate your style.</li>\n<li>Underestimate how much of a threat you pose until they face the end of your deadly blade.</li>\n</ul>\n<h1 class=\"title\">Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2 class=\"title\">Perception</h2>\n<p>Expert in Perception</p>\n<h2 class=\"title\">Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Expert in Will</p>\n<h2 class=\"title\">Skills</h2>\n<p>Trained in Acrobatics</p>\n<p>Trained in one skill determined by your swashbuckler's style</p>\n<p>Trained in a number of additional skills equal to 4 plus your Intelligence modifier</p>\n<h2 class=\"title\">Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2 class=\"title\">Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2 class=\"title\">Class DC</h2>\n<p>Trained in swashbuckler class DC</p>\n<h1 class=\"title\">Class Features</h1>\n<p>You gain these features as a Swashbuckler. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, panache, swashbuckler's style, precise strike (2d6), confident finisher, swashbuckler feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, great fortitude, opportune riposte, skill increase, stylish trick, vivacious speed +10 feet</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, precise strike (3d6), skill increase, weapon expertise</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Evasion, general feat, skill increase, stylish trick, vivacious speed +15 feet, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, exemplary finish, precise strike (4d6), skill increase, swashbuckler expertise</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Continuous flair, general feat, skill increase, vigilant senses, vivacious speed +20 feet</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, improved evasion, light armor expertise, precise strike (5d6), skill increase, weapon mastery</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, keen flair, skill increase, stylish trick, vivacious speed +25 feet</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, precise strike (6d6), resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Skill feat, swashbuckler feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Eternal confidence, general feat, light armor mastery, skill increase, vivacious speed +30 feet</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, skill feat, swashbuckler feat</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2 class=\"title\">Initial Proficiencies</h2>\n<p>At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2 class=\"title\">Panache</h2>\n<p>You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.</p>\n<p>You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including @UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8] and additional actions determined by your swashbuckler's style (see below). At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).</p>\n<p>While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including @UUID[Compendium.pf2e.classfeatures.pyo0vmxUFIFX2GNl], can be used only while you have panache and cause you to lose your panache.</p>\n<p>Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.</p>\n<h2 class=\"title\">Swashbuckler's Style</h2>\n<p>As a swashbuckler, you have your own distinctive style that enables you to gracefully handle everyday events and life-or-death situations alike. Choose a swashbuckler's style. This style determines the additional actions you use to gain panache and makes you trained in the skill related to that action. The styles presented in this book are as follows.</p>\n<ul>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.5HoEwzLDJGTCZtFa]</strong> To you, a fight is a kind of performance art, and you command your foes' attention with mesmerizing motions. You are trained in Performance and gain the @UUID[Compendium.pf2e.feats-srd.7LB00jkh6JaJr3vS] skill feat. You gain panache during an encounter when the result of your Performance check to @UUID[Compendium.pf2e.actionspf2e.EEDElIyin4z60PXx] exceeds the Will DC of an observing foe, even if the foe isn't @UUID[Compendium.pf2e.conditionitems.AdPVz7rbaVSRxHFg].</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.KBhwFjdptrKyN5EM]</strong> You boast, taunt, and psychologically needle your foes. You are trained in Intimidation. You gain panache during an encounter whenever you successfully @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] a foe.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.Jgid6Ja6Y879COlN]</strong> You move carefully, feinting and creating false openings to lead your foes into inopportune attacks. You are trained in Deception. You gain panache during an encounter whenever you successfully @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X] or @UUID[Compendium.pf2e.actionspf2e.GkmbTGfg8KcgynOA] against a foe.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.B7RMnrHwQHlezlJT]</strong> You reposition, maneuver, and bewilder your foes with daring feats of physical prowess. You are trained in Athletics. You gain panache during an encounter whenever you successfully @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD], @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731], or @UUID[Compendium.pf2e.actionspf2e.ge56Lu1xXVFYUnLP] a foe.</li>\n<li><strong>@UUID[Compendium.pf2e.classfeatures.4lGhbEjlEoGP4scl]</strong> You are friendly, clever, and full of humor, always knowing just what to say in any situation. Your witticisms leave foes unprepared for the skill and speed of your attacks. You are trained in Diplomacy and gain the @UUID[Compendium.pf2e.feats-srd.0GF2j54roPFIDmXf] skill feat. You gain panache during an encounter whenever you succeed at a Bon Mot against a foe.</li>\n</ul>\n<h2 class=\"title\">Precise Strike</h2>\n<p>You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.</p>\n<p>As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.</p>\n<h2 class=\"title\">Confident Finisher</h2>\n<p>You gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action.</p>\n<h2 class=\"title\">Swashbuckler Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a swashbuckler class feat.</p>\n<h2 class=\"title\">Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2 class=\"title\">General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2 class=\"title\">Great Fortitude<span style=\"float:right\">Level 3</span></h2>\n<p>Your physique is incredibly hardy, granting you increased endurance. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2 class=\"title\">Opportune Riposte<span style=\"float:right\">Level 3</span></h2>\n<p>You turn the tables on foes who fumble, capitalizing immediately on their mistake. You gain the @UUID[Compendium.pf2e.actionspf2e.EfjoIuDmtUn4yiow] reaction.</p>\n<h2 class=\"title\">Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2 class=\"title\">Stylish Tricks<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level, 7th level, and 15th level, you gain a skill feat. This feat must be for Acrobatics or the trained skill from your swashbuckler's style.</p>\n<h2 class=\"title\">Vivacious Speed<span style=\"float:right\">Level 3</span></h2>\n<p>When you've made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don't have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.</p>\n<h2 class=\"title\">Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2 class=\"title\">Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2 class=\"title\">Weapon Expertise<span style=\"float:right\">Level 5</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.</p>\n<h2 class=\"title\">Evasion<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2 class=\"title\">Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2 class=\"title\">Exemplary Finisher<span style=\"float:right\">Level 9</span></h2>\n<p>You execute your finishing moves with spectacular flair, adding special effects to your finishers. If a Strike you make as part of a finisher hits a foe, you add one of the following effects to the Strike, depending on your swashbuckler's style.</p>\n<ul>\n<li><strong>Battledancer</strong> You can Step as a free action immediately after the finisher.</li>\n<li><strong>Braggart</strong> If the foe was temporarily immune to your Demoralize, their temporary immunity ends.</li>\n<li><strong>Fencer</strong> The foe is flat-footed until your next turn.</li>\n<li><strong>Gymnast</strong> If the foe is grabbed, restrained, or prone, you gain a circumstance bonus to the damage roll equal to twice the number of weapon damage dice.</li>\n<li><strong>Wit</strong> The foe takes a -2 circumstance penalty to attack rolls against you until the start of your next turn.</li>\n</ul>\n<h2 class=\"title\">Swashbuckler Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>You perform swashbuckling techniques with exceptional flair, making them harder to resist. Your proficiency rank for your swashbuckler class DC increases to expert.</p>\n<h2 class=\"title\">Continuous Flair<span style=\"float:right\">Level 11</span></h2>\n<p>While not equal to the heights of your panache in combat, you have a dramatic flair about you in any situation. Whenever you succeed at a check during exploration that would have granted you panache in combat, you gain a +1 circumstance bonus to further checks for actions that would grant you panache in combat. This benefit ends when the exploration changes to a different scene (as determined by the GM) or shifts to an encounter or downtime.</p>\n<h2 class=\"title\">Vigilant Senses<span style=\"float:right\">Level 11</span></h2>\n<p>Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.</p>\n<h2 class=\"title\">Improved Evasion<span style=\"float:right\">Level 13</span></h2>\n<p>Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.</p>\n<h2 class=\"title\">Light Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2 class=\"title\">Weapon Mastery<span style=\"float:right\">Level 13</span></h2>\n<p>You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.</p>\n<h2 class=\"title\">Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2 class=\"title\">Keen Flair<span style=\"float:right\">Level 15</span></h2>\n<p>You inflict particularly devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the die and the roll is a success, you critically succeed instead.</p>\n<h2 class=\"title\">Resolve<span style=\"float:right\">Level 17</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2 class=\"title\">Eternal Confidence<span style=\"float:right\">Level 17</span></h2>\n<p>As a swashbuckler at the peak of your skill, you swell with confidence and bravado in every attack. Your proficiency rank for your swashbuckler class DC increases to master.</p>\n<p>When you Strike as part of a finisher or Opportune Riposte, you can give the Strike the failure effect from the Confident Finisher action, including the increase from Precise Finisher if you have that feat. You can do so only if the Strike uses a weapon or unarmed attack that you could use for Confident Finisher.</p>\n<h2 class=\"title\">Light Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"12j4u":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":7,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"2v2xl":{"img":"systems/pf2e/icons/features/classes/panache.webp","level":1,"name":"Panache","uuid":"Compendium.pf2e.classfeatures.LzYi0OuOoypNb6jd"},"2z1nf":{"img":"systems/pf2e/icons/features/classes/precise-strike.webp","level":1,"name":"Precise Strike","uuid":"Compendium.pf2e.classfeatures.RQH6vigvhmiYKKjg"},"41jmp":{"img":"systems/pf2e/icons/features/classes/confident-finisher.webp","level":1,"name":"Confident Finisher","uuid":"Compendium.pf2e.classfeatures.pyo0vmxUFIFX2GNl"},"4sxx4":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"7g9e4":{"img":"systems/pf2e/icons/features/classes/vivacious-speed.webp","level":3,"name":"Vivacious Speed","uuid":"Compendium.pf2e.classfeatures.8BOFeRE7ZfJ02N0O"},"9bzuj":{"img":"systems/pf2e/icons/features/classes/eternal-confidence.webp","level":19,"name":"Eternal Confidence","uuid":"Compendium.pf2e.classfeatures.ypfT3iybew6ZSIUl"},"begqu":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":17,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"biz5f":{"img":"systems/pf2e/icons/features/classes/improved-evasion.webp","level":13,"name":"Improved Evasion","uuid":"Compendium.pf2e.classfeatures.L5D0NwFXdLiVSnk5"},"i3ldz":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"jlyi1":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Swashbuckler's Style","uuid":"Compendium.pf2e.classfeatures.beW1OqibVQ3fBvRw"},"k2fub":{"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","level":3,"name":"Great Fortitude","uuid":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"},"m4r06":{"img":"systems/pf2e/icons/features/classes/stylish-tricks.webp","level":3,"name":"Stylish Tricks","uuid":"Compendium.pf2e.classfeatures.pthjQIK9pDxnbER6"},"mh4q8":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":11,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"mysbh":{"img":"systems/pf2e/icons/features/classes/light-armor-master.webp","level":19,"name":"Light Armor Mastery","uuid":"Compendium.pf2e.classfeatures.SHpjmM4A3Sw4GgDz"},"o4f3f":{"img":"systems/pf2e/icons/features/classes/opportune-riposte.webp","level":3,"name":"Opportune Riposte","uuid":"Compendium.pf2e.classfeatures.Jtn7IugykXDlIoZq"},"qo5ao":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":5,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.F5BHEav90oOJ2LwN"},"sltbp":{"img":"systems/pf2e/icons/features/classes/exemplary-finisher.webp","level":9,"name":"Exemplary Finisher","uuid":"Compendium.pf2e.classfeatures.KxpaxUSuBC7hr4F7"},"t02dj":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Light Armor Expertise","uuid":"Compendium.pf2e.classfeatures.pZYkb12t5DSwtts7"},"xi59r":{"img":"systems/pf2e/icons/features/classes/keen-flair.webp","level":15,"name":"Keen Flair","uuid":"Compendium.pf2e.classfeatures.Pk3Ht0KZyFxSeL07"},"yeomf":{"img":"systems/pf2e/icons/features/classes/swashbuckler-expertise.webp","level":9,"name":"Swashbuckler Expertise","uuid":"Compendium.pf2e.classfeatures.U74JoAcLHTOsZG6q"},"z4u6l":{"img":"systems/pf2e/icons/features/classes/continuous-flair.webp","level":11,"name":"Continuous Flair","uuid":"Compendium.pf2e.classfeatures.13QpCrR8a8XULbJa"},"zwcsy":{"img":"systems/pf2e/icons/features/classes/weapon-mastery.webp","level":13,"name":"Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.i6563IU7x4L9oRgC"}},"keyAbility":{"selected":"dex","value":["dex"]},"perception":2,"rules":[],"savingThrows":{"fortitude":1,"reflex":2,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"swashbuckler","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedSkills":{"additional":4,"value":["acr"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"2qnrpdxi4894n8mw","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Jgid6Ja6Y879COlN"},"pf2e":{"grantedBy":{"id":"78s8n3ghsssin5k9"}}},"img":"systems/pf2e/icons/features/classes/fencer-style.webp","name":"Fencer","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You move carefully, feinting and creating false openings to lead your foes into inopportune attacks.</p>\n<p>You are trained in Deception. You gain @UUID[Compendium.pf2e.classfeatures.LzYi0OuOoypNb6jd] during an encounter whenever you successfully @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X] or @UUID[Compendium.pf2e.actionspf2e.GkmbTGfg8KcgynOA] against a foe.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":["self:effect:panache",{"or":["action:feint","action:create-a-diversion"]}],"selector":"deception","type":"circumstance","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.dec.rank","predicate":["class:swashbuckler"],"value":1}],"slug":"fencer","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ar0qq4mh0arrz5g0","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.Zmwyhsxe4i6rZN75"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Sailor","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","str"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You heard the call of the sea from a young age. Perhaps you signed onto a merchant's vessel, joined the navy, or even fell in with a crew of pirates and scalawags.</p>\n<p>Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.</p>\n<p>You're trained in the Athletics skill and the Sailing Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.iOY6YfGBaOvMNAor] skill feat.</p>"},"items":{"78ses":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Underwater Marauder","uuid":"Compendium.pf2e.feats-srd.iOY6YfGBaOvMNAor"}},"rules":[],"slug":"sailor","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Sailing Lore","trainedSkills":{"value":["ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"zo60sor5xkojh5bi","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.iOY6YfGBaOvMNAor"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Underwater Marauder","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You've learned to fight underwater. You are not flat-footed while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water.</p>"},"level":{"value":1},"location":"ar0qq4mh0arrz5g0","prerequisites":{"value":[{"value":"trained in Athletics"}]},"rules":[],"slug":"underwater-marauder","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"goHo4CUWXtY48sZp","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Sailing Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"O3mkKM2lFdjF4Il1","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.kCO4r8NOm8E2T3eH"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Nimble Elf","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your muscles are tightly honed. Your Speed increases by 5 feet.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"land-speed","value":5}],"slug":"nimble-elf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2iO7eMTtsIDjicZu","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hXYnwpi95E77qfAu"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Goading Feint","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>When you trick a foe, you can goad them into overextending their next attack.</p>\n<p>On a @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X], you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you Feint a given foe.</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes a -2 circumstance penalty to</p>\n<p>all attack rolls against you before the end of its next turn.</p>\n<p><strong>Success</strong> The target takes a -2 circumstance penalty to its next</p>\n<p>attack roll against you before the end of its next turn.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[{"value":"trained in Deception"}]},"rules":[],"slug":"goading-feint","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tzLHVULCGD8x6CNH","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"0"},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"2"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"backpack","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"stowing":true,"traits":{"rarity":"common","value":[]},"usage":{"value":"wornbackpack"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"backpack"},{"_id":"3ZtNtz3imCdkN0fm","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":1000000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>50 feet of rope.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":5}},"quantity":1,"rules":[],"size":"med","slug":"rope","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"tJL0M1gC5wlbEp4h","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":1300000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":1,"rules":[],"size":"med","slug":"waterskin","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"pvdW29lAyA7V6UwR","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":800000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":""},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":10,"rules":[],"size":"med","slug":"chalk","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"7We0CWBh7cjUHSBr","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":900000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time‑consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":1,"rules":[],"size":"med","slug":"flint-and-steel","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"Ms9jRByMtNXbXmpv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":100000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"tzLHVULCGD8x6CNH","description":{"value":""},"equipped":{"carryType":"stowed","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":4}},"quantity":2,"rules":[],"size":"med","slug":"rations","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"6s8ajEFCp3qr2rnT","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":700000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>A rolled up bed.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"bedroll","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"RGfuokXFg2py9qdH","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":1100000,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>Bar of soap.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"soap","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"xQDlblhUrSmxkngk","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5Ew82vBF9YfaiY9f"}},"img":"systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp","name":"Silver Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":9,"rules":[],"size":"med","slug":"silver-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"Uvgnayauw2tdutX3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.1k3AsSW7lpU0kEpY"}},"img":"systems/pf2e/icons/equipment/shields/buckler.webp","name":"Buckler","sort":0,"system":{"armor":{"value":1},"baseItem":null,"category":"shield","check":{"value":0},"containerId":null,"description":{"value":"<p>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.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Hardness</th>\n<th>HP</th>\n<th>BT</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3</td>\n<td>6</td>\n<td>3</td>\n</tr>\n</tbody>\n</table>"},"dex":{"value":0},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":null,"hardness":3,"hp":{"brokenThreshold":3,"max":6,"value":6},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"buckler","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":0},"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"O1S2xQ1HfWAiUYHO","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.rQWaJhI5Bko5x14Z"}},"img":"systems/pf2e/icons/equipment/weapons/dagger.webp","name":"Dagger","sort":0,"system":{"MAP":{"value":""},"baseItem":"dagger","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.</p>"},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"knife","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":5,"range":null,"reload":{"value":"-"},"rules":[],"size":"med","slug":"dagger","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","finesse","thrown-10","versatile-s"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"xyBdG98K6WkkNunX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.DA3HgyEBGEbtRNOo"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/dueling-cape.webp","name":"Dueling Cape","sort":300000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an @UUID[Compendium.pf2e.actionspf2e.pvQ5rY2zrtPI614F] action.</p>\n<p>While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand.</p>\n<p>While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X] until the start of your next turn.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.7dLsA9PAb5ij7Bc6]</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":5}},"quantity":1,"rules":[],"size":"med","slug":"dueling-cape","source":{"value":"Pathfinder Advanced Player's Guide"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"worncloak"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"BlIzesMrtsDDxbNe","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.jJZbdMHMdh8UL2j8"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/clothes-fine.webp","name":"Clothing (Fine)","sort":400000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"quantity":1,"rules":[],"size":"med","slug":"clothing-fine","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"worn"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"vPjib3nQrgA8ud9m","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.2RuepCemJhrpKKao"}},"img":"systems/pf2e/icons/equipment/consumables/potions/healing-potion.webp","name":"Healing Potion (Minor)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"potion"},"consume":{"value":"1d8"},"containerId":null,"description":{"value":"<p>A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain [[/r 1d8[healing]]]{1d8 Hit Points}.</p>"},"equipped":{"carryType":"worn","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":4}},"quantity":1,"rules":[],"size":"med","slug":"healing-potion-minor","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","healing","magical","necromancy","positive","potion"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"rH4ocZtryvLVjUoJ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.4tIVTg9wj56RrveA"}},"img":"systems/pf2e/icons/equipment/armor/leather-armor.webp","name":"Leather Armor","sort":0,"system":{"armor":{"value":1},"baseItem":"leather-armor","category":"light","check":{"value":-1},"containerId":null,"description":{"value":"<p>A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.</p>"},"dex":{"value":4},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"1"},"group":"leather","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"leather-armor","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":10},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"XxqjzIQoBKdA1WPX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.iWcw1sFLAzByVLBP"}},"img":"systems/pf2e/icons/equipment/weapons/main-gauche.webp","name":"Main-Gauche","sort":0,"system":{"MAP":{"value":""},"baseItem":"main-gauche","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>This parrying dagger features a robust guard to protect the wielder's hand.</p>"},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"knife","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":5}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"main-gauche","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","disarm","finesse","parry","versatile-s"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"iKcU3pCBObgQyDP5","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.tH5GirEy7YB3ZgCk"}},"img":"systems/pf2e/icons/equipment/weapons/rapier.webp","name":"Rapier","sort":0,"system":{"MAP":{"value":""},"baseItem":"rapier","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.</p>"},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"rapier","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["deadly-d8","disarm","finesse"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"vpcWNKrz7InVGNiV","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.pqezW5dqha1I32Ld"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Inspire Imitation","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[],"slug":"inspire-imitation","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["half-elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"n0QZRK2OrAA94bUf","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.NHheDmNB7L4REmlr"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Swaggering Initiative","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> You are about to roll initiative.</p>\n<hr />\n<p>You swagger readily into any fight-even an ambush. You gain a +2 circumstance bonus to your initiative roll and can @UUID[Compendium.pf2e.actionspf2e.pvQ5rY2zrtPI614F] to draw a weapon.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":["swaggering-initiative"],"selector":"initiative","type":"circumstance","value":2}],"slug":"swaggering-initiative","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"NerxFoJ4NDYQhJkR","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.VXA50vhIRCBt4vvP"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Unbalancing Finisher","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hit and deal damage, the target is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] until the end of your next turn.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"unbalancing-finisher","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","selected":{"finisher":"Finisher","swashbuckler":"Swashbuckler"},"value":["finisher","swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"fHnymCOUwnjWd29k","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.c9fHUSI5lRdXu1Ic"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Feather Step","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You step carefully and quickly. You can Step into difficult terrain.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[{"value":"Dexterity 14"}]},"rules":[],"slug":"feather-step","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0wm0g1s1cqeev5p5","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"}},"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","name":"Great Fortitude","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>"},"level":{"value":3},"location":"ixcauwpixcfg96fy","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.fortitude.rank","value":2}],"slug":"great-fortitude","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mehpht3q95nax5t1","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Jtn7IugykXDlIoZq"},"pf2e":{"itemGrants":{"opportuneRiposte":{"id":"ud6tw9lrkwnnzlna"}}}},"img":"systems/pf2e/icons/features/classes/opportune-riposte.webp","name":"Opportune Riposte","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You turn the tables on foes who fumble, capitalizing immediately on their mistake. You gain the @UUID[Compendium.pf2e.actionspf2e.EfjoIuDmtUn4yiow] reaction.</p>"},"level":{"value":3},"location":"ixcauwpixcfg96fy","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.EfjoIuDmtUn4yiow"}],"slug":"opportune-riposte","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"stdfrxo8j2jqu1v1","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.pthjQIK9pDxnbER6"},"pf2e":{"itemGrants":{"stylishTricks":{"id":"ediwpapgjscaedvr"}}}},"img":"systems/pf2e/icons/features/classes/stylish-tricks.webp","name":"Stylish Tricks","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>At 3rd level, 7th level, and 15th level, you gain a skill feat. This feat must be for Acrobatics or the trained skill from your swashbuckler's style</p>"},"level":{"value":3},"location":"ixcauwpixcfg96fy","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"}],"slug":"stylish-tricks","source":{"value":""},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"eka921j7os5ih0hv","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.8BOFeRE7ZfJ02N0O"}},"img":"systems/pf2e/icons/features/classes/vivacious-speed.webp","name":"Vivacious Speed","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>When you've made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don't have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.</p>"},"level":{"value":3},"location":"ixcauwpixcfg96fy","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":["self:effect:panache"],"selector":"speed","slug":"vivacious-full","type":"status","value":{"brackets":[{"end":2,"value":5},{"end":6,"start":3,"value":10},{"end":10,"start":7,"value":15},{"end":14,"start":11,"value":20},{"end":18,"start":15,"value":25},{"start":19,"value":30}]}},{"key":"FlatModifier","predicate":[{"not":"self:effect:panache"}],"selector":"speed","slug":"vivacious-half","type":"status","value":{"brackets":[{"end":10,"start":3,"value":5},{"end":18,"start":11,"value":10},{"start":19,"value":15}]}}],"slug":"vivacious-speed","source":{"value":""},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"c7iwrprkxm7darfj","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.F5BHEav90oOJ2LwN"}},"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","name":"Weapon Expertise (Swashbuckler)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.</p>\n<hr />\n<p>You gain access to the critical specialization effects of all weapons for which you have expert proficiency.</p>"},"level":{"value":5},"location":"ixcauwpixcfg96fy","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.simple.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.martial.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.unarmed.rank","value":2},{"key":"CriticalSpecialization","predicate":[{"gte":["item:proficiency:rank",2]}]}],"slug":"weapon-expertise-swashbuckler","source":{"value":""},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ud6tw9lrkwnnzlna","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.EfjoIuDmtUn4yiow"},"pf2e":{"grantedBy":{"id":"mehpht3q95nax5t1"}}},"img":"systems/pf2e/icons/actions/Reaction.webp","name":"Opportune Riposte","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Trigger</strong> A foe within your reach critically fails a Strike against you</p>\n<hr />\n<p>You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to @UUID[Compendium.pf2e.actionspf2e.Dt6B1slsBy8ipJu9] it of the weapon it used for the Strike.</p>"},"requirements":{"value":""},"rules":[],"slug":"opportune-riposte","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"ediwpapgjscaedvr","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"},"pf2e":{"grantedBy":{"id":"stdfrxo8j2jqu1v1"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cat Fall","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[{"value":"trained in Acrobatics"}]},"rules":[],"slug":"cat-fall","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"jg4OVbobHHe61vbQ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.BKdzb8hu3kZtKH3Z"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/bracelet-of-dashing.webp","name":"Bracelet of Dashing","sort":100000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> command</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> You gain a +10-foot status bonus to Speed for 1 minute.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lLP56tbG689TNKW5]</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":58}},"quantity":1,"rules":[{"key":"FlatModifier","selector":"acrobatics","type":"item","value":1}],"size":"med","slug":"bracelet-of-dashing","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["invested","magical","transmutation"]},"usage":{"value":"worn"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"6StjVkex1HxJeMZP","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.DwMXEqy7Ws8NYQQh"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/doubling-rings.webp","name":"Doubling Rings (+1 Striking)","sort":200000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are <em>weapon potency</em> and <em>striking</em>, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.</p>\n<p>The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":50}},"quantity":1,"rules":[{"key":"WeaponPotency","predicate":["doubling-rings",{"nor":["ranged","thrown","unarmed"]}],"selector":"attack","value":1},{"key":"Striking","predicate":["doubling-rings",{"nor":["ranged","thrown","unarmed"]}],"selector":"strike-damage","value":1},{"domain":"all","key":"RollOption","option":"doubling-rings","toggleable":true}],"size":"med","slug":"doubling-rings","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["evocation","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"u5P0w4KTcqjFlLNs","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.G4cmHHhAChAlypFN"}},"img":"systems/pf2e/icons/equipment/held-items/rope-of-climbing.webp","name":"Rope of Climbing (Lesser)","sort":500000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">1</span> Interact</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself.</p>"},"equipped":{"carryType":"worn","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":45}},"quantity":1,"rules":[],"size":"med","slug":"rope-of-climbing-lesser","source":{"value":"Pathfinder Advanced Player's Guide"},"stackGroup":null,"traits":{"rarity":"common","value":["magical","transmutation"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"kl88nCZnf8PWbuW0","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.pyo0vmxUFIFX2GNl"},"pf2e":{"itemGrants":{"confidentFinisher":{"id":"DLjOSCAULHwHw0kZ","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/confident-finisher.webp","name":"Confident Finisher","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain an elegant finishing attack you can make when you have panache. The finisher trait is described below. You gain the @UUID[Compendium.pf2e.actionspf2e.K878asDgf1EF0B9S] action.</p>\n<hr />\n<p><strong>Finisher</strong> Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn.</p>\n<p>Some actions with the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.</p>"},"level":{"value":1},"location":"classfeature","prerequisites":{"value":[]},"rules":[{"flag":"confidentFinisher","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.K878asDgf1EF0B9S"}],"slug":"confident-finisher","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"DLjOSCAULHwHw0kZ","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.K878asDgf1EF0B9S"},"pf2e":{"grantedBy":{"id":"kl88nCZnf8PWbuW0","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Confident Finisher","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p>You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.</p>\n<hr />\n<p><strong>Failure</strong> You deal half your @UUID[Compendium.pf2e.classfeatures.RQH6vigvhmiYKKjg] damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.</p>"},"requirements":{"value":""},"rules":[],"slug":"confident-finisher","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["finisher","swashbuckler"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"cyoFBQMn7t5MXeuZ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You need thieves' tools to @UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H]{Pick Locks} or @UUID[Compendium.pf2e.actionspf2e.cYdz2grcOcRt4jk6]{Disable Devices} (of some types) using the Thievery skill.</p>\n<p>If your thieves' tools are broken, you can repair them by replacing the lock picks with @UUID[Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44]{Replacement Picks} appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"thieves-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"0MgqJlqkncBVg6ty","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"dex","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"cha","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"ePmijwaR3GmqQGuo","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"tzLHVULCGD8x6CNH","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"pWf2a5jZQ0HcGwUw","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.0GF2j54roPFIDmXf"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Bon Mot","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"skill","description":{"value":"<p>You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a <span data-pf2-action=\"bonMot\" data-pf2-glyph=\"A\">Diplomacy</span> check against the target's Will DC.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.CtrZFI3RV0yPNzTv]</p>\n<p>The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.</p>\n<p><strong>Success</strong> As critical success, but the penalty is -2.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.GoSls6SKCFmSoDxT]</p>\n<p><strong>Critical Failure</strong> Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Diplomacy"}]},"rules":[],"slug":"bon-mot","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["auditory","concentrate","emotion","general","linguistic","mental","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"}],"name":"Jirelle (Level 5)","prototypeToken":{"name":"Jirelle","texture":{"src":"systems/pf2e/icons/iconics/Jirelle.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":68},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["dex","con","str","wis"],"5":["dex","con","cha","str"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"CG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":2},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":2},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":1},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["mwangi"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.psZZ5FZfDJv5MM51"}}}
{"_id":"qAVomN38laruCMhH","img":"systems/pf2e/icons/iconics/AmiriFull.webp","items":[{"_id":"ERgsYE6JqjO71Dgd","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Tanning Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"oLUHnGeJnbPQRG5Y","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"con","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"prZ0atZHzl0OINKH","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"diehard":{"id":"kLVi8LDpSQOefA69","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/ancestry/versatile-heritage.webp","name":"Versatile Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).</p>"},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"versatileHeritage","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.I0BhPWqYf1bbzEYg"},{"flag":"diehard","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.versatileHeritage}"}],"slug":"versatile-heritage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"kLVi8LDpSQOefA69","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.I0BhPWqYf1bbzEYg"},"pf2e":{"grantedBy":{"id":"prZ0atZHzl0OINKH","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Diehard","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.dying.max","value":5}],"slug":"diehard","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"leuM51RVS0lsZnnc","flags":{"core":{"sourceId":"Compendium.pf2e.classes.YDRiP7uVvr9WRhOI"}},"img":"systems/pf2e/icons/classes/barbarian.webp","name":"Barbarian","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Your rages draw upon a vicious instinct, which you might associate with an animal, a spirit, or some part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the storm of emotions inside them and release their rage only when it matters most.</em></p>\n<p><strong>Key Ability: STRENGTH</strong></p>\n<p>At 1st level, your class gives you an ability boost to Strength.</p>\n<p><strong>Hit Points: 12 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Barbarian</h1>\n<h2>During Combat Encounters...</h2>\n<p>You summon your rage and rush to the front lines to smash your way through. Offense is your best defense-you'll need to drop foes before they can exploit your relatively low defenses.</p>\n<h2>During Social Encounters...</h2>\n<p>You use intimidation to get what you need, especially when gentler persuasion can't get the job done.</p>\n<h2>While Exploring...</h2>\n<p>You look out for danger, ready to rush headfirst into battle in an instant. You climb the challenging rock wall and drop a rope for others to follow, and you wade into the risky currents to reach the hidden switch beneath the water's surface. If something needs breaking, you're up to the task!</p>\n<h2>In Downtime...</h2>\n<p>You might head to a tavern to carouse, build up the fearsome legend of your mighty deeds, or recruit followers to become a warlord in your own right.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Have a deep-seated well of anger, hatred, or frustration.</li>\n<li>Prefer a straightforward approach to one requiring patience and tedium.</li>\n<li>Engage in a regimen of intense physical fitness-and punch anyone who says this conflicts with your distaste for patience and tedium.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Rely on your courage and your strength, and trust that you can hold your own in a fight.</li>\n<li>See you as uncivilized or a boorish lout unfit for high society.</li>\n<li>Believe that you are loyal to your friends and allies and will never relent until the fight is done.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Athletics</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in medium armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in barbarian class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Barbarian. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, rage, instinct, barbarian feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Deny advantage, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, brutality, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, juggernaut, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, lightning reflexes, raging resistance, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, mighty rage, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, greater juggernaut, medium armor expertise, skill increase, weapon fury</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, indomitable will, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, heightened senses, skill increase, quick rage</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Barbarian feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Armor of fury, devastator, general feat, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, barbarian feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Barbarian Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain a barbarian class feat.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.</p>\n<h2>Instinct</h2>\n<p>Your rage wells up from a dominant instinct-one you learned from a tradition or that comes naturally to you. Your instinct gives you an ability, requires you to avoid certain behaviors, grants you increased damage and resistances at higher levels, and allows you to select feats tied to your instinct.</p>\n<p>Instincts can be found here: @UUID[Compendium.pf2e.classfeatures.0FtzFbUrN56KA67z], @UUID[Compendium.pf2e.classfeatures.VDot7CDcXElxmkkz], @UUID[Compendium.pf2e.classfeatures.k7M9jedvt31AJ5ZR], @UUID[Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv], @UUID[Compendium.pf2e.classfeatures.TQqv9Q5mB4PW6LH9], and @UUID[Compendium.pf2e.classfeatures.SCYSjUbMmw8JD9P9].</p>\n<h2>Rage</h2>\n<p>You gain the Rage action, which lets you fly into a frenzy.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.Ah5g9pDwWF9b9VW9] <span class=\"pf2-icon\">A</span></h3>\n<p><strong>Requirements</strong> You aren't fatigued or raging.</p>\n<hr />\n<p>You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:</p>\n<ul>\n<li>You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.</li>\n<li>You take a -1 penalty to AC.</li>\n<li>You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.</li>\n</ul>\n<p>After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Deny Advantage<span style=\"float:right\">Level 3</span></h2>\n<p>Your foes struggle to pass your defenses. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Brutality<span style=\"float:right\">Level 5</span></h2>\n<p>Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 7</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary. You gain your instinct's specialization ability.</p>\n<p>See specific instincts for more information.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 9</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Raging Resistance<span style=\"float:right\">Level 9</span></h2>\n<p>Repeated exposure and toughened skin allow you to fend off harm. While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct.</p>\n<p>See specific instincts for more information.</p>\n<h2>Mighty Rage<span style=\"float:right\">Level 11</span></h2>\n<p>Your rage intensifies and lets you burst into action. Your proficiency rank for your barbarian class DC increases to expert. You gain the Mighty Rage free action.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.74iat04PtfG8gn2Q] <span class=\"pf2-icon\">F</span></h3>\n<p><strong>Trigger</strong> You use the Rage action on your turn.</p>\n<hr />\n<p>Use an action that has the rage trait. Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.</p>\n<h2>Greater Juggernaut<span style=\"float:right\">Level 13</span></h2>\n<p>You have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.</p>\n<h2>Medium Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.</p>\n<h2>Weapon Fury<span style=\"float:right\">Level 13</span></h2>\n<p>Your rage makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>The weapons you've mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary. You gain a greater benefit from your instinct's specialization ability.</p>\n<p>See specific instincts for more information.</p>\n<h2>Indomitable Will<span style=\"float:right\">Level 15</span></h2>\n<p>Your rage makes it difficult to control you. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2>Heightened Senses<span style=\"float:right\">Level 17</span></h2>\n<p>Your instinct heightens each of your senses further. Your proficiency rank for Perception increases to master.</p>\n<h2>Quick Rage<span style=\"float:right\">Level 17</span></h2>\n<p>You recover from your Rage quickly, and are soon ready to begin anew. After you spend a full turn without raging, you can Rage again without needing to wait 1 minute.</p>\n<h2>Armor of Fury<span style=\"float:right\">Level 19</span></h2>\n<p>Your training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.</p>\n<h2>Devastator<span style=\"float:right\">Level 19</span></h2>\n<p>Your Strikes are so devastating that you hardly care about resistance, and your barbarian abilities are unparalleled. Your proficiency rank for your barbarian class DC increases to master. Your melee Strikes ignore 10 points of a creature's resistance to their physical damage.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":12,"items":{"23vme":{"img":"systems/pf2e/icons/features/classes/greater-juggernaut.webp","level":13,"name":"Greater Juggernaut","uuid":"Compendium.pf2e.classfeatures.TuL0UfqH14MtqYVh"},"3gwvw":{"img":"systems/pf2e/icons/features/classes/brutality.webp","level":5,"name":"Brutality","uuid":"Compendium.pf2e.classfeatures.EEUTd0jAyfwTLzjk"},"7jt77":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":13,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"8ibv2":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":9,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"blnv0":{"img":"systems/pf2e/icons/features/classes/heightened-senses.webp","level":17,"name":"Heightened Senses","uuid":"Compendium.pf2e.classfeatures.7MhzrbOyue5GQsck"},"e0sur":{"img":"systems/pf2e/icons/features/classes/indomitable-will.webp","level":15,"name":"Indomitable Will","uuid":"Compendium.pf2e.classfeatures.BZnqKnqKVImjSIFE"},"g3k30":{"img":"systems/pf2e/icons/features/classes/quick-rage.webp","level":17,"name":"Quick Rage","uuid":"Compendium.pf2e.classfeatures.qMtyQGUllPdgpzUo"},"gfxqm":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":7,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"ihbgk":{"img":"systems/pf2e/icons/features/classes/devastator.webp","level":19,"name":"Devastator","uuid":"Compendium.pf2e.classfeatures.VLiT503OLOM3vaDx"},"njgcl":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Barbarian)","uuid":"Compendium.pf2e.classfeatures.7JjhxMFo8DMwpGx0"},"o4ypa":{"img":"systems/pf2e/icons/features/classes/weapon-fury.webp","level":13,"name":"Weapon Fury","uuid":"Compendium.pf2e.classfeatures.ejP4jVQkS48uKRFz"},"p941e":{"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","level":3,"name":"Deny Advantage","uuid":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"},"qh9xw":{"img":"systems/pf2e/icons/features/classes/mighty-rage.webp","level":11,"name":"Mighty Rage","uuid":"Compendium.pf2e.classfeatures.88Q33X2a0iYPkbzd"},"s5lxl":{"img":"systems/pf2e/icons/features/classes/armor-of-fury.webp","level":19,"name":"Armor of Fury","uuid":"Compendium.pf2e.classfeatures.QTCIahokREpnAYDi"},"spb04":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"tp5pg":{"img":"systems/pf2e/icons/features/classes/raging-resistance.webp","level":9,"name":"Raging Resistance","uuid":"Compendium.pf2e.classfeatures.ie6xDX9GMEcA2Iuq"},"uhbeo":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Instinct","uuid":"Compendium.pf2e.classfeatures.dU7xRpg4kFd01hwZ"},"xvavy":{"img":"systems/pf2e/icons/features/classes/rage.webp","level":1,"name":"Rage","uuid":"Compendium.pf2e.classfeatures.WZUCvxqbigXos1L9"}},"keyAbility":{"value":["str"]},"perception":2,"rules":[],"savingThrows":{"fortitude":2,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"barbarian","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":3,"value":["ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"rxKdFy3OEInkI5DT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.dU7xRpg4kFd01hwZ"},"pf2e":{"itemGrants":{"giantInstinct":{"id":"PxzX5wwSr6fsHnEi","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Instinct","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You channel your rage through an instinct. You decide what your instinct means to you. It could be a creature or symbol beloved by your clan, or a purely internal source or filter of your rage, such as a belief, curse, heritage, or state of mind. Each instinct grants an instinct ability, plus more abilities you can gain via feats that list that instinct as a prerequisite. It also determines what damage you resist with raging resistance and, at higher levels, increases the additional damage you deal when you @UUID[Compendium.pf2e.classfeatures.WZUCvxqbigXos1L9].</p>\n<p>Each instinct lists acts that are anathema to it. Whenever you perform such acts, you lose the instinct's abilities and any feats that list your instinct as a prerequisite until you spend 1 day of downtime re-centering yourself, though you keep all of your other barbarian abilities.</p>"},"level":{"value":1},"location":"leuM51RVS0lsZnnc","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 barbarian class feature","predicate":["item:level:1","item:trait:barbarian","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.0FtzFbUrN56KA67z"},{"value":"Compendium.pf2e.classfeatures.VDot7CDcXElxmkkz"},{"value":"Compendium.pf2e.classfeatures.k7M9jedvt31AJ5ZR"},{"value":"Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv"},{"value":"Compendium.pf2e.classfeatures.TQqv9Q5mB4PW6LH9"},{"value":"Compendium.pf2e.classfeatures.SCYSjUbMmw8JD9P9"}],"flag":"instinct","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Barbarian.Instinct.Prompt","selection":"Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv"},{"flag":"giantInstinct","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.instinct}"}],"slug":"instinct","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VaTM8Jk3s7IugsXJ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.WZUCvxqbigXos1L9"}},"img":"systems/pf2e/icons/features/classes/rage.webp","name":"Rage","sort":100,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"classfeature","description":{"value":"<p><strong>Requirements</strong> You aren't fatigued or raging.</p>\n<p><strong>Grants</strong> @UUID[Compendium.pf2e.feat-effects.z3uyCMBddrPK5umr]</p>\n<hr />\n<p>You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:</p>\n<ul>\n<li>You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.</li>\n<li>You take a -1 penalty to AC.</li>\n<li>You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.</li>\n</ul>\n<p>After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.</p>"},"level":{"value":1},"location":"leuM51RVS0lsZnnc","prerequisites":{"value":[]},"rules":[],"slug":"rage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","concentrate","emotion","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"RjXR1K6f7CIy9fUO","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"}},"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","name":"Deny Advantage","sort":600,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p><strong>Barbarian</strong> Your foes struggle to pass your defenses. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>\n<hr />\n<p><strong>Rogue</strong> As someone who takes advantage of others' defenses, you are careful not to leave such openings yourself. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.</p>"},"level":{"value":3},"location":"leuM51RVS0lsZnnc","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"system.attributes.flanking.flatFootable","value":"@actor.level"}],"slug":"deny-advantage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"g7qTGQIRyfG9F8Lg","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.EEUTd0jAyfwTLzjk"}},"img":"systems/pf2e/icons/features/classes/brutality.webp","name":"Brutality","sort":1500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.</p>"},"level":{"value":5},"location":"leuM51RVS0lsZnnc","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.simple.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.martial.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.unarmed.rank","value":2},{"key":"CriticalSpecialization","predicate":["self:effect:rage","item:melee"]}],"slug":"brutality","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"PxzX5wwSr6fsHnEi","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.JuKD6k7nDwfO0Ckv"},"pf2e":{"grantedBy":{"id":"rxKdFy3OEInkI5DT","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/giant-instinct.webp","name":"Giant Instinct","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your rage gives you the raw power and size of a giant. This doesn't necessarily mean you revere giants-you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.</p>\n<h2 class=\"title\">Anathema</h2>\n<p>Failing to face a personal challenge of strength is anathema.</p>\n<h2 class=\"title\">Titan Mauler (Instinct Ability)</h2>\n<p>You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1} condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.</p>\n<h2 class=\"title\">Specialization Ability<span style=\"float:right\">Level 7</span></h2>\n<p>Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.</p>\n<h2 class=\"title\">Raging Resistance<span style=\"float:right\">Level 9</span></h2>\n<p>You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.</p>\n<hr />\n<p><em>Note: You need to manually apply Clumsy 1 when you enter rage. Remember to alter the size of your weapon to ensure your Instinct Ability works correctly.</em></p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage",{"not":"barbarian-dedication"}],"selector":"ac","value":-1},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized",{"nor":["ranged","agile","barbarian-dedication"]}],"selector":"strike-damage","slug":"oversized-rage","value":{"brackets":[{"end":6,"value":6},{"end":14,"start":7,"value":10},{"start":15,"value":18}]}},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized","agile",{"nor":["ranged","barbarian-dedication"]}],"selector":"strike-damage","slug":"oversized-rage-agile","value":{"brackets":[{"end":6,"value":3},{"end":14,"start":7,"value":5},{"start":15,"value":9}]}},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage",{"nor":["agile","item:oversized","ranged","barbarian-dedication"]}],"selector":"strike-damage","slug":"normal-rage","value":2},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","agile",{"nor":["item:oversized","ranged","barbarian-dedication"]}],"selector":"strike-damage","slug":"normal-rage-agile","value":1},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized","instinct-ability",{"nor":["ranged","agile"]}],"selector":"strike-damage","slug":"oversized-rage-dedication","value":6},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","item:oversized","agile","instinct-ability",{"not":"ranged"}],"selector":"strike-damage","slug":"oversized-rage-dedication-agile","value":3},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","instinct-ability",{"nor":["agile","item:oversized","ranged"]}],"selector":"strike-damage","slug":"normal-rage-dedication","value":2},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage","agile","instinct-ability",{"nor":["item:oversized","ranged"]}],"selector":"strike-damage","slug":"normal-rage-dedication-agile","value":1},{"adjustName":false,"choices":[{"label":"PF2E.TraitCold","value":"cold"},{"label":"PF2E.TraitElectricity","value":"electricity"},{"label":"PF2E.TraitFire","value":"fire"}],"flag":"energy","key":"ChoiceSet","predicate":["feature:giant-instinct","class:barbarian"],"prompt":"PF2E.SpecificRule.Barbarian.Giant.Prompt","selection":"fire"},{"key":"Resistance","predicate":["self:effect:rage","feature:raging-resistance"],"type":"{item|flags.pf2e.rulesSelections.energy}","value":"@actor.abilities.con.mod+3"},{"key":"Resistance","predicate":["self:effect:rage","feature:raging-resistance"],"type":"bludgeoning","value":"@actor.abilities.con.mod+3"}],"slug":"giant-instinct","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"X2ftKLPHbEYmYskz","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.5Z3cLEpsx9nHVwhM"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Hunter","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","wis"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Survival skill and the Tanning Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX] skill feat.</p>"},"items":{"hy4x9":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Survey Wildlife","uuid":"Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX"}},"rules":[],"slug":"hunter","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Tanning Lore","trainedSkills":{"value":["sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"IPiBlofu9eiqFUm4","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Survey Wildlife","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a -2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.</p>"},"level":{"value":1},"location":"X2ftKLPHbEYmYskz","prerequisites":{"value":[{"value":"trained in Survival"}]},"rules":[],"slug":"survey-wildlife","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"c7oMa2JxQICcZbjJ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.JNt7GmLCCVz5BiEI"}},"img":"systems/pf2e/icons/equipment/weapons/javelin.webp","name":"Javelin","sort":100000,"system":{"MAP":{"value":""},"baseItem":"javelin","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>This thin spear is well balanced for throwing but is not designed for melee use.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"dart","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":1}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":4,"range":30,"reload":{"value":"-"},"rules":[],"size":"med","slug":"javelin","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["thrown"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"n3SEbLu1He4I3hfK","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.6KWYmeRMxsQfWhhJ"}},"img":"systems/pf2e/icons/equipment/weapons/bastard-sword.webp","name":"Bastard Sword","sort":200000,"system":{"MAP":{"value":""},"baseItem":"bastard-sword","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d8"},"description":{"value":"<p>This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra piercing or slashing power.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":4}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"lg","slug":"bastard-sword","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["two-hand-d12"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"kn09wd4dYX5CazeS","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.AnwzlOs0njF9Jqnr"}},"img":"systems/pf2e/icons/equipment/armor/hide.webp","name":"Hide Armor","sort":300000,"system":{"armor":{"value":3},"baseItem":"hide-armor","category":"medium","check":{"value":-2},"containerId":null,"description":{"value":"<p>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.</p>"},"dex":{"value":2},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"2"},"group":"leather","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"hide-armor","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":-5},"stackGroup":null,"strength":{"value":14},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"3"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"NTxxTpD33aGZujWE","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.BKdzb8hu3kZtKH3Z"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/bracelet-of-dashing.webp","name":"Bracelet of Dashing","sort":400000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> command</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> You gain a +10-foot status bonus to Speed for 1 minute.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lLP56tbG689TNKW5]</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":58}},"quantity":1,"rules":[{"key":"FlatModifier","selector":"acrobatics","type":"item","value":1}],"size":"med","slug":"bracelet-of-dashing","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["invested","magical","transmutation"]},"usage":{"value":"worn"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"bJxD9LHZ0pXkHSR2","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.mvMeloQxSiEGIlhL"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/coyote-cloak.webp","name":"Coyote Cloak","sort":500000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This dusty coat is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":60}},"quantity":1,"rules":[{"key":"FlatModifier","selector":"survival","type":"item","value":1}],"size":"med","slug":"coyote-cloak","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["divination","invested","magical"]},"usage":{"value":"worncloak"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"0eL3t1qK6RpJTHOC","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":600000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"quantity":1,"rules":[],"size":"med","slug":"healers-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"5PQOqoygzDTXfaFF","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.gbwr57aT9ou8yKWT"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/wayfinder.webp","name":"Wayfinder","sort":700000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass.</p>\n<p>An indentation in the middle of the <em>wayfinder</em> can hold a single <em>aeon stone</em>. Placing an <em>aeon stone</em> in this indentation provides you all the benefits of having the <em>aeon stone</em> orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a <em>wayfinder</em> and the <em>aeon stone</em> within it simultaneously, and they count as only one item toward your investiture limit. An invested <em>aeon stone</em> slotted in a <em>wayfinder</em> also grants its resonant power.</p>\n<p>If you have more than one <em>wayfinder</em> with an invested <em>aeon stone</em> on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional <em>aeon stones</em> orbiting your head, just not in <em>wayfinders</em>.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> command</p>\n<hr />\n<p><strong>Effect</strong> The <em>wayfinder</em> is targeted by a 1st-level <em>@UUID[Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4]</em> spell.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":28}},"quantity":1,"rules":[{"domain":"skill-check","key":"RollOption","option":"compass-in-possession","requiresEquipped":false}],"size":"med","slug":"wayfinder","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"uncommon","value":["evocation","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"bXsusch71XUa7bK3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.tyt6rFtv32MZ4DT9"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/cheetahs-elixir.webp","name":"Cheetah's Elixir (Lesser)","sort":800000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a +5 foot status bonus to your Speed for 1 minute.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lNWACCNe9RYgaFxb]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"cheetahs-elixir-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"HRi3subumCr1HxH8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":900000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"3d6+6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"MBTqvBZK2Pw0X6qs","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Minor)","sort":1000000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"1d6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain [[/r 1d6[healing]]]{1d6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lPRuIRbu0rHBkoKY]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-minor","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"jJPFAVDO6SRW4qfE","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.qeTWg0TWw9CwMKCO"}},"img":"systems/pf2e/icons/equipment/consumables/talismans/savior-spike.webp","name":"Savior Spike","sort":1100000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"talisman"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>This pyramid-shaped spike is attached to an armor's chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase. 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To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"grappling-hook","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"ka6INnC1chXnNVBB","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"ragingIntimidation":{"id":"dKC8m1JjiKhLJ1Lu","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Ambition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. 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When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"trained in Intimidation"}]},"rules":[],"slug":"intimidating-glare","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"dKC8m1JjiKhLJ1Lu","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.XseJI9XhKNtZN8pv"},"pf2e":{"grantedBy":{"id":"ka6INnC1chXnNVBB","onDelete":"cascade"},"itemGrants":{"intimidatingGlare":{"id":"TB4IZpNsmi07Taef","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Raging Intimidation","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"intimidatingGlare","key":"GrantItem","predicate":[{"gte":["skill:itm:rank",1]}],"reevaluateOnUpdate":true,"uuid":"Compendium.pf2e.feats-srd.xQMz6eDgX75WX2ce"},{"flag":"scareToDeath","key":"GrantItem","predicate":["skill:itm:rank:4"],"reevaluateOnUpdate":true,"uuid":"Compendium.pf2e.feats-srd.mZttsiWl1ql5NvrH"}],"slug":"raging-intimidation","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"T7lJMXe56rwcj21x","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Rfyhlyql1GSoDkI2"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Skill","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[],"slug":"natural-skill","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"JPF6YXj83CyPipoR","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.qQt3CMrhLkUV1wCv"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Sudden Charge","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":2},"category":"class","description":{"value":"<p>With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.rollOptions.all.sudden-charge","priority":10,"value":true}],"slug":"sudden-charge","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","fighter","flourish","open"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"34vPjSFbIDwUfukJ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lT8XlX1Ig900BblS"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"No Escape","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> A foe within reach attempts to move away from you.</p>\n<hr />\n<p>You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"no-escape","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","rage"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tt4G21phZJNvBcau","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.sEWYOllJ6rYoXK4K"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Raging Athlete","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Physical obstacles can't hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"expert in Athletics"}]},"rules":[],"slug":"raging-athlete","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Nl72RTy0ZmKpgPFV","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Athletics)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.</p>"},"level":{"value":1},"location":"skill-2","maxTakable":null,"prerequisites":{"value":[{"value":"trained in at least one skill"}]},"rules":[{"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillAth","value":"athletics"},{"label":"PF2E.SkillCra","value":"crafting"},{"label":"PF2E.SkillDec","value":"deception"},{"label":"PF2E.SkillDip","value":"diplomacy"},{"label":"PF2E.SkillItm","value":"intimidation"},{"label":"PF2E.SkillMed","value":"medicine"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillPrf","value":"performance"},{"label":"PF2E.SkillRel","value":"religion"},{"label":"PF2E.SkillSoc","value":"society"},{"label":"PF2E.SkillSte","value":"stealth"},{"label":"PF2E.SkillSur","value":"survival"},{"label":"PF2E.SkillThi","value":"thievery"},{"label":"PF2E.SkillLore","value":"lore"}],"flag":"assurance","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"athletics"},{"key":"SubstituteRoll","label":"PF2E.SpecificRule.SubstituteRoll.Assurance","selector":"{item|flags.pf2e.rulesSelections.assurance}","slug":"assurance","value":10},{"key":"AdjustModifier","predicate":["substitute:assurance",{"not":"bonus:type:proficiency"}],"selector":"{item|flags.pf2e.rulesSelections.assurance}","suppress":true}],"slug":"assurance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"EXOEhsxo87o1pJ4j","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.FJK7JTLSgugRIlvS"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Rapid Mantel","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.</p>"},"level":{"value":2},"location":"skill-4","prerequisites":{"value":[{"value":"expert in Athletics"}]},"rules":[],"slug":"rapid-mantel","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"1rBNN5J61yDCMqNF","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.2kwXTUjYYhoAGySr"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Incredible Initiative","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"initiative","type":"circumstance","value":2}],"slug":"incredible-initiative","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"}],"name":"Amiri (Level 5)","prototypeToken":{"name":"Amiri","texture":{"src":"systems/pf2e/icons/iconics/Amiri.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":83},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["str","dex","con","cha"],"5":["str","dex","con","cha"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"CN"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":"Kellish"},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":2},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":2},"med":{"rank":1},"nat":{"rank":1},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["hallit"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.qAVomN38laruCMhH"}}}
{"_id":"sLs5dYDNg0WzGMyP","img":"systems/pf2e/icons/iconics/HarskFull.webp","items":[{"_id":"i49QhtMMGL3swBxM","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Forest Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"Z7GJuHIiGKanfFCp","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.BYj5ZvlXZdpaEgA6"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/dwarf.svg","name":"Dwarf","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["gnomish","goblin","jotun","orcish","terran","undercommon"]},"boosts":{"0":{"value":["con"]},"1":{"value":["wis"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Dwarves have a well-earned reputation as a stoic and stern people, ensconced within citadels and cities carved from solid rock. While some see them as dour and humorless crafters of stone and metal, dwarves and those who have spent time among them understand their unbridled zeal for their work, caring far more about quality than quantity. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring, their halls filled with the sounds of laughter and hammers hitting anvils.</em></p>\n<hr />\n<p>Dwarves are slow to trust those outside their kin, but this wariness is not without reason. Dwarves have a long history of forced exile from ancestral holds and struggles against the depredations of savage foes, especially giants, goblinoids, orcs, and the horrors that dwell deep below the surface. While trust from a dwarf is hard-won, once gained it is as strong as iron.</p>\n<p>If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom—or at least dogged conviction—you should play a dwarf.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to uphold your personal honor, no matter the situation.</li>\n<li>Appreciate quality craftsmanship in all forms and insist upon it for all your gear.</li>\n<li>Don't waver or back down once you've set your mind to something.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>See you as stubborn, though whether they see this as an asset or a detriment changes from one person to the next.</li>\n<li>Assume you are an expert in matters related to stonework, mining, precious metals, and gems.</li>\n<li>Recognize the deep connection you have with your family, heritage, and friends.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of masculinity and honor among the dwarves, and thus a clean-shaven male dwarf is considered weak, untrustworthy, or worse.</p>\n<p>Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming of age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.</p>\n<h2>Society</h2>\n<p>The ancient surface empire the dwarves once ruled fell long ago, overwhelmed by orc and goblinoid enemies. Today's dwarves retain many of the qualities that propelled their people to greatness in ancient times: fierceness, gumption, and stubbornness in endeavors ranging from battle and craftsmanship to forging ties with family and friends.</p>\n<p>While the distance between their mountain Sky Citadels can create vast cultural divides between various dwarf clans, most dwarven societies share a number of similarities. Nearly all dwarven peoples share a passion for stonework, metalwork, and gem-cutting. Most are highly skilled at architecture and mining, and many share a hatred of giants, orcs, and goblinoids.</p>\n<p>Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and bears the gemstone of their clan. A parent uses this dagger to cut the infant's umbilical cord, making it the first weapon to taste their blood.</p>\n<h2>Alignment and Religion</h2>\n<p>Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder— especially when strong ale is involved.</p>\n<p>The typical dwarf is lawful good or lawful neutral and prefers to worship deities of those alignments. Torag, god of dwarvenkind, is the dwarves' primary deity, though worship of Torag's family members is also common.</p>\n<h2>Adventurers</h2>\n<p>Dwarven adventurers tend to work as treasure hunters or sellswords. They often leave their citadels and subterranean cities in search of wealth to enrich their homeland or to reclaim long-lost dwarven treasures or lands taken by the enemies of their kin.</p>\n<p>Typical dwarven backgrounds include acolyte, artisan, merchant, miner, and warrior. Dwarves excel at many of the martial classes, such as barbarian, fighter, monk, and ranger, but they also make excellent clerics and druids.</p>\n<h2>Names</h2>\n<p>Dwarves honor their children with names taken from ancestors or dwarven heroes, and it's quite rare to invent a new name or to borrow a name from another culture for a child. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics. Dwarven names usually contain hard consonants and are rarely more or fewer than two syllables.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Agna, Bodill, Dolgrin, Edrukk, Grunyar, Ingra, Kazmuk, Kotri, Lupp, Morgrym, Rogar, Rusilka, Torra, Yangrit</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Dwarf Mechanics</h2>\n<p><strong>Hit Points</strong> 10</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 20 feet</p>\n<p><strong>Ability Boosts</strong> Constitution, Wisdom, Free</p>\n<p><strong>Ability Flaw</strong> Charisma</p>\n<p><strong>Languages</strong> Common, Dwarven</p>\n<p><strong>Additional languages</strong> equal to your Intelligence modifier (if it's positive). Choose from Gnomish, Goblin, Jotun, Orcish, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Darkvision</p>\n<p><strong>Clan Dagger</strong> You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.</p>"},"flaws":{"0":{"value":["cha"]}},"hp":10,"items":{"5vjeq":{"img":"systems/pf2e/icons/equipment/weapons/clan-dagger.webp","level":0,"name":"Clan Dagger","uuid":"Compendium.pf2e.ancestryfeatures.Eyuqu6eIaoGCjnMv"}},"languages":{"custom":"","value":["common","dwarven"]},"reach":5,"rules":[],"size":"med","slug":"dwarf","source":{"value":"Pathfinder Core Rulebook"},"speed":20,"traits":{"rarity":"common","value":["dwarf","humanoid"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"DRPwpLUcHg93FW8O","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.Eyuqu6eIaoGCjnMv"},"pf2e":{"itemGrants":{"clanDagger":{"id":"eZQWUpY7boiPsYJv","onDelete":"detach"}}}},"img":"systems/pf2e/icons/equipment/weapons/clan-dagger.webp","name":"Clan Dagger","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You get one @UUID[Compendium.pf2e.equipment-srd.kJJvKm80KwWXPukV]{clan dagger} of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.</p>"},"level":{"value":0},"location":"Z7GJuHIiGKanfFCp","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level-0 dwarf weapon","predicate":["item:level:0","item:trait:dwarf","item:type:weapon"]},"choices":[{"img":"systems/pf2e/icons/equipment/weapons/clan-dagger.webp","label":"PF2E.Weapon.Base.clan-dagger","value":"clan-dagger"},{"img":"systems/pf2e/icons/equipment/weapons/clan-pistol.webp","label":"PF2E.SpecificRule.ClanWeapon.ClanPistol","value":"clan-pistol"}],"flag":"clanWeapon","key":"ChoiceSet","label":"PF2E.SpecificRule.ClanWeapon.Label","prompt":"PF2E.SpecificRule.ClanWeapon.Prompt","selection":"clan-dagger"},{"flag":"clanDagger","key":"GrantItem","predicate":["clan-dagger"],"uuid":"Compendium.pf2e.equipment-srd.kJJvKm80KwWXPukV"},{"flag":"clanPistol","key":"GrantItem","nestFeat":false,"predicate":["clan-pistol"],"uuid":"Compendium.pf2e.feats-srd.LvVg83ZDj8mabcWF"}],"slug":"clan-dagger","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["dwarf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"eZQWUpY7boiPsYJv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.kJJvKm80KwWXPukV"},"pf2e":{"grantedBy":{"id":"DRPwpLUcHg93FW8O","onDelete":"detach"}}},"img":"systems/pf2e/icons/equipment/weapons/clan-dagger.webp","name":"Clan Dagger","sort":100000,"system":{"MAP":{"value":""},"baseItem":"clan-dagger","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>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.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"knife","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"clan-dagger","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":null},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"uncommon","value":["agile","dwarf","parry","versatile-b"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"CgAfEtShrQfptY3B","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.UV2sABrTC5teOXTE"}},"img":"systems/pf2e/icons/features/ancestry/strong-blooded-dwarf.webp","name":"Strong-Blooded Dwarf","sort":0,"system":{"ancestry":{"name":"Dwarf","slug":"dwarf","uuid":"Compendium.pf2e.ancestries.BYj5ZvlXZdpaEgA6"},"description":{"value":"<p>Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.</p>"},"rules":[{"key":"Note","predicate":["poison"],"selector":"saving-throw","text":"Your succesful saving throws against a poison reduce its stage by 2 (or 1 for a virulent poison). Each critical success reduces its stage by 3 (or 2 for a virulent poison).","title":"{item|name}"},{"key":"Resistance","type":"poison","value":"max(1,floor(@actor.level/2))"}],"slug":"strong-blooded-dwarf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"T5fydDZrITkHPdDS","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.o7RbsQbv5iLRvd8j"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Scout","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","wis"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle.</p>\n<p>Choose two ability boosts. One must be to <strong>Dexterity</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Survival skill and a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore). You gain the @UUID[Compendium.pf2e.feats-srd.8qebBeOJsyRIchcu] skill feat.</p>"},"items":{"hkkx3":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Forager","uuid":"Compendium.pf2e.feats-srd.8qebBeOJsyRIchcu"}},"rules":[],"slug":"scout","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"<Terrain> Lore","trainedSkills":{"value":["sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"4AN5K4a7RP7aEWpm","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.8qebBeOJsyRIchcu"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Forager","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>While using Survival to Subsist, if you roll any result worse than a success, you get a success.</p>\n<p>On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.</p>\n<p>Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you're an expert, 16 if you're a master, or 32 if you're legendary).</p>\n<p>You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.</p>\n<p>Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.</p>"},"level":{"value":1},"location":"T5fydDZrITkHPdDS","prerequisites":{"value":[{"value":"trained in Survival"}]},"rules":[{"key":"Note","predicate":["action:subsist"],"selector":"survival","text":"While using Survival to Subsist, if you roll any result worse than a success, you get a success. You can also provide subsistence living for multiple creatures.","title":"{item|name}"}],"slug":"forager","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"rbM6sSivWwIe3tEh","flags":{"core":{"sourceId":"Compendium.pf2e.classes.Yix76sfxrIlltSTJ"}},"img":"systems/pf2e/icons/classes/ranger.webp","name":"Ranger","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>Some rangers believe civilization wears down the soul, but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Ranger</h1>\n<h2>During Combat Encounters...</h2>\n<p>You can single out particular foes to hunt, making you better at defeating them. You target and brutalize your chosen foe with either a bow or melee weapons, while supporting your allies with your skills.</p>\n<h2>During Social Encounters...</h2>\n<p>When you speak, it's with the voice of practical experience, especially involving wilderness exploration.</p>\n<h2>While Exploring...</h2>\n<p>You guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it's not overt.</p>\n<h2>In Downtime...</h2>\n<p>You craft weapons and train animals in preparation for your next venture. If you prefer to get outside, you might go on hunts or scout nearby areas to better understand your environment.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Respect the raw power of nature and understand how to make the best of its bounty.</li>\n<li>Enjoy the thrill of the hunt.</li>\n<li>Scout out ahead of the party, reconnoitering dangers before combat begins.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Call upon you to protect them from the wilds or the encroachment of civilization.</li>\n<li>Expect you to be a quiet or taciturn loner.</li>\n<li>Think there is something dangerous and wild about you.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Trained in Will</p>\n<h2>Skills</h2>\n<p>Trained in Nature</p>\n<p>Trained in Survival</p>\n<p>Trained in a number of additional skills equal to 4 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in martial weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in medium armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in ranger class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Ranger. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, hunt prey, hunter's edge, ranger feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, iron will, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, ranger weapon expertise, skill increase, trackless step</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Evasion, general feat, skill increase, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, nature's edge, ranger expertise, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, juggernaut, medium armor expertise, skill increase, wild stride</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, skill increase, weapon mastery</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, improved evasion, incredible senses, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, masterful hunter, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Ranger feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, second skin, skill increase, swift prey</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, ranger feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Hunt Prey</h2>\n<p>When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm] <span class=\"pf2-icon\">A</span></h3>\n<hr />\n<p>You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.</p>\n<p>You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.</p>\n<p>You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.</p>\n<h2>Hunter's Edge</h2>\n<p>You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter's edge.</p>\n<p>Hunter's edges can be found here (@UUID[Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r], @UUID[Compendium.pf2e.classfeatures.NBHyoTrI8q62uDsU] and @UUID[Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt]).</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Ranger Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a ranger class feat.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Iron Will<span style=\"float:right\">Level 3</span></h2>\n<p>Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill, or become an expert in one skill in which you're already trained.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Ranger Weapon Expertise<span style=\"float:right\">Level 5</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects of all such weapons and unarmed attacks when attacking your hunted prey.</p>\n<h2>Trackless Step<span style=\"float:right\">Level 5</span></h2>\n<p>When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.</p>\n<h2>Evasion<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned to move quickly to avoid explosions, dragons' breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Vigilant Senses<span style=\"float:right\">Level 7</span></h2>\n<p>Through your adventuring, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Nature's Edge<span style=\"float:right\">Level 9</span></h2>\n<p>You always find the weak points in your foes' defenses when they're on unfavorable terrain. Enemies are flat-footed to you if they're in natural difficult terrain or in difficult terrain resulting from a snare.</p>\n<h2>Ranger Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>You've practiced your techniques to make them harder to resist. Your proficiency rank for your ranger class DC increases to expert.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 11</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Medium Armor Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.</p>\n<h2>Wild Stride<span style=\"float:right\">Level 11</span></h2>\n<p>You move quickly through obstacles, whether they're tumbled stone, tangled undergrowth, or sucking mud. You can ignore the effects of non-magical difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain.</p>\n<h2>Weapon Mastery<span style=\"float:right\">Level 13</span></h2>\n<p>You fully understand the intricacies of your weapons. Your proficiency ranks for simple, martial weapons, and unarmed attacks increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float:right\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Improved Evasion<span style=\"float:right\">Level 15</span></h2>\n<p>Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.</p>\n<h2>Incredible Senses<span style=\"float:right\">Level 15</span></h2>\n<p>You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2>Masterful Hunter<span style=\"float:right\">Level 17</span></h2>\n<p>You have honed your abilities as a hunter to incredible levels. Your proficiency rank for your ranger class DC increases to master. When using a ranged weapon that you have master proficiency in, you can ignore the penalty if attacking your hunted prey within the weapon's second and third range increments.</p>\n<p>If you have master proficiency in Perception, you gain a +4 circumstance bonus to Perception checks when you Seek your prey, and if you have master proficiency in Survival, you gain a +4 circumstance bonus to Survival checks when you Track your prey. You also gain an additional benefit depending on your hunter's edge.</p>\n<p>See specific hunter's edges for more information.</p>\n<h2>Second Skin<span style=\"float:right\">Level 19</span></h2>\n<p>Your armor has become akin to a second skin for you. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master. When wearing light or medium armor, you can rest normally, rather than receiving poor rest that leaves you fatigued.</p>\n<h2>Swift Prey<span style=\"float:right\">Level 19</span></h2>\n<p>You size up your prey with only a glance. You can use Hunt Prey as a free action if it's your first action of your turn.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"07lzm":{"img":"systems/pf2e/icons/features/classes/masterful-hunter.webp","level":17,"name":"Masterful Hunter","uuid":"Compendium.pf2e.classfeatures.RVZC4wVy5B5W2OeS"},"3k9vv":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"7gij8":{"img":"systems/pf2e/icons/features/classes/natures-end.webp","level":9,"name":"Nature's Edge","uuid":"Compendium.pf2e.classfeatures.j2R64kwUgEJ1TudD"},"86ooy":{"img":"systems/pf2e/icons/features/classes/trackless-step.webp","level":5,"name":"Trackless Step","uuid":"Compendium.pf2e.classfeatures.PeZi7E9lI4vz8EGY"},"8er6c":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":15,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"9412w":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":11,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"bhe5z":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Hunter's Edge","uuid":"Compendium.pf2e.classfeatures.mzkkj9LEWjJPBhaq"},"bucqx":{"img":"systems/pf2e/icons/features/classes/improved-evasion.webp","level":15,"name":"Improved Evasion","uuid":"Compendium.pf2e.classfeatures.L5D0NwFXdLiVSnk5"},"bv3vc":{"img":"systems/pf2e/icons/features/classes/swift-prey.webp","level":19,"name":"Swift Prey","uuid":"Compendium.pf2e.classfeatures.bBGb1LcffXEqar0p"},"djh8f":{"img":"systems/pf2e/icons/features/classes/second-skin.webp","level":19,"name":"Second Skin","uuid":"Compendium.pf2e.classfeatures.phwQ2MrDZ13D2HxC"},"e3ees":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":11,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"eekwl":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":7,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"eha1f":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"iyqmb":{"img":"systems/pf2e/icons/features/classes/wild-stride.webp","level":11,"name":"Wild Stride","uuid":"Compendium.pf2e.classfeatures.RlwE99yKnhq8FUuy"},"jhhhl":{"img":"systems/pf2e/icons/features/classes/ranger-weapon-expertise.webp","level":5,"name":"Ranger Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.QhoW8ivPvYmWzyEZ"},"lzbwg":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"nvyh4":{"img":"systems/pf2e/icons/features/classes/weapon-mastery.webp","level":13,"name":"Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.i6563IU7x4L9oRgC"},"q4kx8":{"img":"systems/pf2e/icons/features/classes/iron-will.webp","level":3,"name":"Iron Will","uuid":"Compendium.pf2e.classfeatures.wMyDcVNmA7xGK83S"},"s7kqn":{"img":"systems/pf2e/icons/features/classes/hunt-prey.webp","level":1,"name":"Hunt Prey","uuid":"Compendium.pf2e.classfeatures.0nIOGpHQNHsKSFKT"},"upgl9":{"img":"systems/pf2e/icons/features/classes/ranger-expertise.webp","level":9,"name":"Ranger Expertise","uuid":"Compendium.pf2e.classfeatures.5likl5SAxQPrQ3KF"}},"keyAbility":{"selected":"dex","value":["dex","str"]},"perception":2,"rules":[],"savingThrows":{"fortitude":2,"reflex":2,"will":1},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"ranger","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":4,"value":["nat","sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"LTRjouErEqUtYq9w","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.mzkkj9LEWjJPBhaq"},"pf2e":{"itemGrants":{"flurry":{"id":"0LfTjT7tckxhiWFc","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Hunter's Edge","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have trained for countless hours to become a skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose one of the following hunter's edges:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.NBHyoTrI8q62uDsU]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt]</li>\n</ul>"},"level":{"value":1},"location":"rbM6sSivWwIe3tEh","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Ranger class feature","predicate":["item:level:1","item:trait:ranger","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r"},{"value":"Compendium.pf2e.classfeatures.NBHyoTrI8q62uDsU"},{"value":"Compendium.pf2e.classfeatures.u6cBjqz2fiRBadBt"}],"flag":"huntersEdge","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Ranger.HuntersEdge.Prompt","selection":"Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r"},{"flag":"flurry","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.huntersEdge}"}],"slug":"hunters-edge","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"aIgvp9URlJZGFOHA","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.0nIOGpHQNHsKSFKT"},"pf2e":{"itemGrants":{"huntPrey":{"id":"sI4m8Dap8n5zxluq","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/hunt-prey.webp","name":"Hunt Prey","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the @UUID[Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm] action.</p>"},"level":{"value":1},"location":"rbM6sSivWwIe3tEh","prerequisites":{"value":[]},"rules":[{"allowDuplicate":false,"flag":"huntPrey","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm"},{"count":true,"domain":"all","key":"RollOption","option":"grants-hunt-prey","priority":99}],"slug":"hunt-prey","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0LfTjT7tckxhiWFc","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r"},"pf2e":{"grantedBy":{"id":"LTRjouErEqUtYq9w","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/flurry.webp","name":"Flurry","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have trained to unleash a devastating flurry of attacks upon your prey.</p>\n<p>Your multiple attack penalty for attacks against your hunted prey is -3 (-2 with an agile weapon) on your second attack of the turn instead of -5, and -6 (-4 with an agile weapon) on your third or subsequent attack of the turn, instead of -10.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"MultipleAttackPenalty","predicate":["agile","hunted-prey"],"selector":"attack","value":-2},{"key":"MultipleAttackPenalty","predicate":["hunted-prey",{"not":"agile"}],"selector":"attack","value":-3}],"slug":"flurry","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"sI4m8Dap8n5zxluq","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm"},"pf2e":{"grantedBy":{"id":"aIgvp9URlJZGFOHA","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Hunt Prey","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p>You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.</p>\n<p>You gain a +2 circumstance bonus to Perception checks when you @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] your prey and a +2 circumstance bonus to Survival checks when you @UUID[Compendium.pf2e.actionspf2e.EA5vuSgJfiHH7plD] your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.</p>\n<p>You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.</p>"},"requirements":{"value":""},"rules":[{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.HuntPrey.TargetHuntedPrey","option":"hunted-prey","toggleable":true},{"key":"FlatModifier","label":"PF2E.SpecificRule.HuntPrey.SeekHuntedPrey","predicate":["action:seek","hunted-prey"],"selector":"perception","type":"circumstance","value":2},{"key":"FlatModifier","label":"PF2E.SpecificRule.HuntPrey.TrackHuntedPrey","predicate":["action:track","hunted-prey"],"selector":"survival","type":"circumstance","value":2},{"domain":"ranged-attack-roll","key":"RollOption","option":"ignore-range-penalty:2","predicate":["hunted-prey"]}],"slug":"hunt-prey","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["concentrate","ranger"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"8Ae4AHuu2Jcil7qx","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.CXS0ryG2SODSobm9"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Dwarven Weapon Familiarity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the @UUID[Compendium.pf2e.equipment-srd.War0uyLBx1jA0Ge7], @UUID[Compendium.pf2e.equipment-srd.6I4YJAQUbTAqbpsI], and @UUID[Compendium.pf2e.equipment-srd.rXt4629QSg7KDTgJ].</p>\n<p>You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-battle-axe.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-pick.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-warhammer.rank","value":1},{"definition":["item:trait:dwarf","item:category:advanced"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.AdvancedDwarfWeapons","sameAs":"martial","slug":"advanced-dwarf-weapons"},{"definition":["item:trait:dwarf","item:category:martial"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialDwarfWeapons","sameAs":"simple","slug":"martial-dwarf-weapons"}],"slug":"dwarven-weapon-familiarity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["dwarf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"z1qHaaHhOnTmVYk7","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.CpjN7v1QN8TQFcvI"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Crossbow Ace","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You have a deep understanding of the crossbow. 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On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"grappling-hook","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"3LUKecFMR47ljOuX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.wRSS5vP8ltrThsoC"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/mug.webp","name":"Mug","sort":1179688,"system":{"baseItem":null,"containerId":"nteoTQUyhQFZ4VOf","description":{"value":""},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":1,"rules":[],"size":"med","slug":"mug","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"1hk9zPuXLNvO6zZ8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.vLGDUFrg4yGzpTQX"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/repair-kit.webp","name":"Repair Kit","sort":1184375,"system":{"baseItem":null,"containerId":"nteoTQUyhQFZ4VOf","description":{"value":"<p>A repair kit allows you to perform simple repairs while traveling. 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You can use a repair kit to Repair items using the Crafting skill.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"quantity":1,"rules":[],"size":"med","slug":"repair-kit","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Harsk (Level 1)","prototypeToken":{"name":"Harsk","texture":{"src":"systems/pf2e/icons/iconics/Harsk.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":22},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["str","dex","con","wis"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"LN"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"dex"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":1},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":[]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.sLs5dYDNg0WzGMyP"}}}
{"_id":"vcwqnXHkhzFhrt7O","img":"systems/pf2e/icons/iconics/ValerosFull.webp","items":[{"_id":"8Fr8o3RIQUZMpZR5","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"lmz0qqgk68hb1a03","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"pf2e":{"itemGrants":{"attackOfOpportunity":{"id":"hrdq4ubxm5vpceg6"}}}},"img":"systems/pf2e/icons/features/classes/attack-of-opportunity.webp","name":"Attack of Opportunity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the @UUID[Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT] reaction.</p>"},"level":{"value":1},"location":"kxudvz6kd4jf2qtr","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT"}],"slug":"attack-of-opportunity","source":{"value":""},"traits":{"rarity":"common","value":["fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tdrpbz9lwha7az7a","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"dhxmtjparw4uq0ib"}}}},"img":"systems/pf2e/icons/features/classes/shield-block.webp","name":"Shield Block","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>"},"level":{"value":1},"location":"kxudvz6kd4jf2qtr","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"}],"slug":"shield-block","source":{"value":""},"traits":{"rarity":"common","value":["champion","druid","fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"kxudvz6kd4jf2qtr","flags":{"core":{"sourceId":"Compendium.pf2e.classes.8zn3cD6GSmoo1LW4"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/fighter.webp","name":"Fighter","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":1,"martial":2,"other":{"name":"","rank":0},"simple":2,"unarmed":2},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":1,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Fighter</h1>\n<h2>During Combat Encounters...</h2>\n<p>You strike with unmatched accuracy and use specialized combat techniques. A melee fighter stands between allies and enemies, attacking foes who try to get past. A ranged fighter delivers precise shots from a distance.</p>\n<h2>During Social Encounters...</h2>\n<p>You can be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.</p>\n<h2>While Exploring...</h2>\n<p>You keep up your defenses in preparation for combat, and keep an eye out for hidden threats. You also overcome physical challenges in your way, breaking down doors, lifting obstacles, climbing adeptly, and leaping across pits.</p>\n<h2>In Downtime...</h2>\n<p>You might perform manual labor or craft and repair armaments. If you know techniques you no longer favor, you might train yourself in new ones. If you've established your reputation, you might build an organization or a stronghold of your own.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Know the purpose and quality of every weapon and piece of armor you own.</li>\n<li>Recognize that the danger of an adventurer's life must be balanced out with great revelry or ambitious works.</li>\n<li>Have little patience for puzzles or problems that require detailed logic or study.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Find you intimidating until they get to know you-and maybe even after they get to know you.</li>\n<li>Expect you're all brawn and no brains.</li>\n<li>Respect your expertise in the art of warfare and value your opinion on the quality of armaments.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Trained in Will</p>\n<h2>Skills</h2>\n<p>Trained in your choice of Acrobatics or Athletics</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Expert in simple weapons</p>\n<p>Expert in martial weapons</p>\n<p>Trained in advanced weapons</p>\n<p>Expert in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in fighter class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Fighter. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, attack of opportunity, fighter feat, shield block</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Bravery, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, fighter weapon mastery, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Battlefield surveyor, general feat, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, combat flexibility, juggernaut, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Armor expertise, fighter expertise, general feat, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, skill increase, weapon legend</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, evasion, general feat, greater weapon specialization, improved flexibility, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, skill increase, versatile legend</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, fighter feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Attack of Opportunity</h2>\n<p>Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Attack of Opportunity reaction.</p>\n<p>@UUID[Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT] <span class=\"pf2-icon\">R</span></p>\n<p><strong>Trigger</strong> A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.</p>\n<hr />\n<p>You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.</p>\n<h2>Fighter Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain a fighter class feat.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Shield Block</h2>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Bravery<span style=\"float: right;\">Level 3</span></h2>\n<p>Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Fighter Weapon Mastery<span style=\"float: right;\">Level 5</span></h2>\n<p>Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons for which you have master proficiency.</p>\n<h2>Battlefield Surveyor<span style=\"float: right;\">Level 7</span></h2>\n<p>Whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Combat Flexibility<span style=\"float: right;\">Level 9</span></h2>\n<p>Through your experience in battle, you can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don't already have. You can use that feat until your next daily preparations. You must meet all of the feat's other prerequisites.</p>\n<h2>Juggernaut<span style=\"float: right;\">Level 9</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Armor Expertise<span style=\"float: right;\">Level 11</span></h2>\n<p>You have spent so much time wearing armor that you know how to make the most of its protection. Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.</p>\n<h2>Fighter Expertise<span style=\"float: right;\">Level 11</span></h2>\n<p>You've practiced your techniques to make them harder to resist. Your proficiency rank for your fighter class DC increases to expert.</p>\n<h2>Weapon Legend<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned fighting techniques that apply to all armaments, and you've developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert. You can select one weapon group and increase your proficiency ranks to legendary for all simple and martial weapons in that weapon group, and to master for all advanced weapons in that weapon group.</p>\n<h2>Evasion<span style=\"float: right;\">Level 15</span></h2>\n<p>You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Greater Weapon Specialization<span style=\"float: right;\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Improved Flexibility<span style=\"float: right;\">Level 15</span></h2>\n<p>Your extensive experience gives you even greater ability to adapt to each day's challenges. When you use combat flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats' prerequisites.</p>\n<h2>Armor Mastery<span style=\"float: right;\">Level 17</span></h2>\n<p>Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.</p>\n<h2>Versatile Legend<span style=\"float: right;\">Level 19</span></h2>\n<p>You are nigh-unmatched with any weapon. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master. Your proficiency rank for your fighter class DC increases to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"0c3e5":{"img":"systems/pf2e/icons/features/classes/weapon-legend.webp","level":13,"name":"Weapon Legend","uuid":"Compendium.pf2e.classfeatures.F5VenhIQMDkeGvmV"},"2jey6":{"img":"systems/pf2e/icons/features/classes/fighter-expertise.webp","level":11,"name":"Fighter Expertise","uuid":"Compendium.pf2e.classfeatures.bAaI7h937Nr3g93U"},"9c5ay":{"img":"systems/pf2e/icons/features/classes/armor-expertise.webp","level":11,"name":"Armor Expertise","uuid":"Compendium.pf2e.classfeatures.x5jaCJxsmD5sx3KB"},"e1e4m":{"img":"systems/pf2e/icons/features/classes/shield-block.webp","level":1,"name":"Shield Block","uuid":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"enizk":{"img":"systems/pf2e/icons/features/classes/improved-flexibility.webp","level":15,"name":"Improved Flexibility","uuid":"Compendium.pf2e.classfeatures.W2rwudMNcAxs8VoX"},"ij943":{"img":"systems/pf2e/icons/features/classes/battlefield-surveyor.webp","level":7,"name":"Battlefield Surveyor","uuid":"Compendium.pf2e.classfeatures.TIvzBALymvb56L79"},"lakjk":{"img":"systems/pf2e/icons/features/classes/bravery.webp","level":3,"name":"Bravery","uuid":"Compendium.pf2e.classfeatures.GJKJafDGuX4BeAeN"},"lphi1":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":9,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"q0xyz":{"img":"systems/pf2e/icons/features/classes/armor-mastery.webp","level":17,"name":"Armor Mastery","uuid":"Compendium.pf2e.classfeatures.CGB1TczFhQhdQxml"},"r6269":{"img":"systems/pf2e/icons/features/classes/attack-of-opportunity.webp","level":1,"name":"Attack of Opportunity","uuid":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"r6jbx":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":15,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"txlgu":{"img":"systems/pf2e/icons/features/classes/combat-flexibility.webp","level":9,"name":"Combat Flexibility","uuid":"Compendium.pf2e.classfeatures.8g6HzARbhfcgilP8"},"u1d1r":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"u8k07":{"img":"systems/pf2e/icons/features/classes/fighter-weapon-mastery.webp","level":5,"name":"Fighter Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.gApJtAdNb9ST4Ms9"},"vis8d":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"x98c2":{"img":"systems/pf2e/icons/features/classes/versatile-legend.webp","level":19,"name":"Versatile Legend","uuid":"Compendium.pf2e.classfeatures.0H2LxtiZTJ275pSD"}},"keyAbility":{"selected":"str","value":["dex","str"]},"perception":2,"rules":[],"savingThrows":{"fortitude":2,"reflex":2,"will":1},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"fighter","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":3,"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"hrdq4ubxm5vpceg6","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT"},"pf2e":{"grantedBy":{"id":"lmz0qqgk68hb1a03"}}},"img":"systems/pf2e/icons/actions/Reaction.webp","name":"Attack of Opportunity","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Trigger</strong> A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.</p>\n<hr />\n<p>You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.</p>"},"requirements":{"value":""},"rules":[],"slug":"attack-of-opportunity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"dhxmtjparw4uq0ib","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"tdrpbz9lwha7az7a"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Shield Block","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"general","description":{"value":"<p><strong>Trigger</strong> While you have your shield raised, you would take damage from a physical attack</p>\n<hr />\n<p>You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[],"slug":"shield-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pwime5jb01579gc3","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.SOmJyAtPOokesZoe"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Farmhand","sort":0,"system":{"boosts":{"0":{"selected":"con","value":["con","wis"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. 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You gain the @UUID[Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0] skill feat with Athletics.</p>"},"items":{"00b8b":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Assurance","uuid":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"rules":[],"slug":"farmhand","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Farming Lore","trainedSkills":{"value":["ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"4QKHaQdbGltG9HsO","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Farming Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"laaoaho5txfb21ck","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"naturalAmbition":{"id":"8rlyw2r4075dc9cm"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Ambition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. 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Both Strikes must have the same target. If the second Strike is made with a weapon that doesn't have the agile trait, it takes a -2 penalty.</p>\n<p>If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. 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The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"per":10,"value":{"sp":1}},"quantity":20,"rules":[],"size":"med","slug":"arrows","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"arrows","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"kkuBlGH3JAKLXTCF","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ezVp13Uw8cWW08Da"}},"img":"systems/pf2e/icons/equipment/shields/wooden-shield.webp","name":"Wooden Shield","sort":0,"system":{"armor":{"value":2},"baseItem":null,"category":"shield","check":{"value":0},"containerId":null,"description":{"value":"<p>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.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Hardness</th>\n<th>HP</th>\n<th>BT</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3</td>\n<td>12</td>\n<td>6</td>\n</tr>\n</tbody>\n</table>"},"dex":{"value":0},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":null,"hardness":3,"hp":{"brokenThreshold":6,"max":12,"value":12},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":1}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"wooden-shield","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":0},"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"cPrXYJlkNY22Yq1b","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.dfum7DpOEkwxwTsT"}},"img":"systems/pf2e/icons/equipment/weapons/shield-boss.webp","name":"Shield Boss","sort":0,"system":{"MAP":{"value":""},"baseItem":"shield-boss","bonus":{"value":"0"},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d6"},"description":{"value":"<p>Typically a round, convex, or conical piece of thick metal attached to the center of a shield, a shield boss increases the bludgeoning damage of a shield bash.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"shield","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":5}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"shield-boss","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["attached-to-shield"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"VEX4oCE9RC9WuwKc","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5Ew82vBF9YfaiY9f"}},"img":"systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp","name":"Silver Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":7,"rules":[],"size":"med","slug":"silver-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"hZYUgZIcrcpRmmgj","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Warfare Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"EytSpn27ysS7Dxob","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"dex","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"IMBnuwjLfMV8uCZD","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Athletics)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.</p>"},"level":{"value":1},"location":"pwime5jb01579gc3","maxTakable":null,"prerequisites":{"value":[{"value":"trained in at least one skill"}]},"rules":[{"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillAth","value":"athletics"},{"label":"PF2E.SkillCra","value":"crafting"},{"label":"PF2E.SkillDec","value":"deception"},{"label":"PF2E.SkillDip","value":"diplomacy"},{"label":"PF2E.SkillItm","value":"intimidation"},{"label":"PF2E.SkillMed","value":"medicine"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillPrf","value":"performance"},{"label":"PF2E.SkillRel","value":"religion"},{"label":"PF2E.SkillSoc","value":"society"},{"label":"PF2E.SkillSte","value":"stealth"},{"label":"PF2E.SkillSur","value":"survival"},{"label":"PF2E.SkillThi","value":"thievery"},{"label":"PF2E.SkillLore","value":"lore"}],"flag":"assurance","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"athletics"},{"key":"SubstituteRoll","label":"PF2E.SpecificRule.SubstituteRoll.Assurance","selector":"{item|flags.pf2e.rulesSelections.assurance}","slug":"assurance","value":10},{"key":"AdjustModifier","predicate":["substitute:assurance",{"not":"bonus:type:proficiency"}],"selector":"{item|flags.pf2e.rulesSelections.assurance}","suppress":true}],"slug":"assurance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9naaXijOoauTKHbG","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"5rlfnozppburd7f8","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Valeros (Level 1)","prototypeToken":{"name":"Valeros","texture":{"src":"systems/pf2e/icons/iconics/Valeros.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":20},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["str","dex","con","int"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":1},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":1},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["goblin","kelish"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.vcwqnXHkhzFhrt7O"}}}
{"_id":"vmLKgEKk0a7DpJDP","img":"systems/pf2e/icons/iconics/ValerosFull.webp","items":[{"_id":"8Fr8o3RIQUZMpZR5","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.zVf0Hlp5xG0Q7kmc"}},"img":"systems/pf2e/icons/features/ancestry/skilled-heritage.webp","name":"Skilled Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.</p>"},"rules":[],"slug":"skilled-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"lmz0qqgk68hb1a03","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"pf2e":{"itemGrants":{"attackOfOpportunity":{"id":"hrdq4ubxm5vpceg6"}}}},"img":"systems/pf2e/icons/features/classes/attack-of-opportunity.webp","name":"Attack of Opportunity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the @UUID[Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT] reaction.</p>"},"level":{"value":1},"location":"kxudvz6kd4jf2qtr","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT"}],"slug":"attack-of-opportunity","source":{"value":""},"traits":{"rarity":"common","value":["fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tdrpbz9lwha7az7a","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"dhxmtjparw4uq0ib"}}}},"img":"systems/pf2e/icons/features/classes/shield-block.webp","name":"Shield Block","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>"},"level":{"value":1},"location":"kxudvz6kd4jf2qtr","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"}],"slug":"shield-block","source":{"value":""},"traits":{"rarity":"common","value":["champion","druid","fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"kxudvz6kd4jf2qtr","flags":{"core":{"sourceId":"Compendium.pf2e.classes.8zn3cD6GSmoo1LW4"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/fighter.webp","name":"Fighter","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":1,"martial":2,"other":{"name":"","rank":0},"simple":2,"unarmed":2},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":1,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Fighter</h1>\n<h2>During Combat Encounters...</h2>\n<p>You strike with unmatched accuracy and use specialized combat techniques. A melee fighter stands between allies and enemies, attacking foes who try to get past. A ranged fighter delivers precise shots from a distance.</p>\n<h2>During Social Encounters...</h2>\n<p>You can be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.</p>\n<h2>While Exploring...</h2>\n<p>You keep up your defenses in preparation for combat, and keep an eye out for hidden threats. You also overcome physical challenges in your way, breaking down doors, lifting obstacles, climbing adeptly, and leaping across pits.</p>\n<h2>In Downtime...</h2>\n<p>You might perform manual labor or craft and repair armaments. If you know techniques you no longer favor, you might train yourself in new ones. If you've established your reputation, you might build an organization or a stronghold of your own.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Know the purpose and quality of every weapon and piece of armor you own.</li>\n<li>Recognize that the danger of an adventurer's life must be balanced out with great revelry or ambitious works.</li>\n<li>Have little patience for puzzles or problems that require detailed logic or study.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Find you intimidating until they get to know you-and maybe even after they get to know you.</li>\n<li>Expect you're all brawn and no brains.</li>\n<li>Respect your expertise in the art of warfare and value your opinion on the quality of armaments.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Expert in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Trained in Will</p>\n<h2>Skills</h2>\n<p>Trained in your choice of Acrobatics or Athletics</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Expert in simple weapons</p>\n<p>Expert in martial weapons</p>\n<p>Trained in advanced weapons</p>\n<p>Expert in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in all armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in fighter class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Fighter. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, attack of opportunity, fighter feat, shield block</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Bravery, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, fighter weapon mastery, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Battlefield surveyor, general feat, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, combat flexibility, juggernaut, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Armor expertise, fighter expertise, general feat, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, skill increase, weapon legend</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, evasion, general feat, greater weapon specialization, improved flexibility, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Fighter feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, skill increase, versatile legend</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, fighter feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Attack of Opportunity</h2>\n<p>Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Attack of Opportunity reaction.</p>\n<p>@UUID[Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT] <span class=\"pf2-icon\">R</span></p>\n<p><strong>Trigger</strong> A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.</p>\n<hr />\n<p>You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.</p>\n<h2>Fighter Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain a fighter class feat.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Shield Block</h2>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Bravery<span style=\"float: right;\">Level 3</span></h2>\n<p>Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Fighter Weapon Mastery<span style=\"float: right;\">Level 5</span></h2>\n<p>Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons for which you have master proficiency.</p>\n<h2>Battlefield Surveyor<span style=\"float: right;\">Level 7</span></h2>\n<p>Whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Combat Flexibility<span style=\"float: right;\">Level 9</span></h2>\n<p>Through your experience in battle, you can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don't already have. You can use that feat until your next daily preparations. You must meet all of the feat's other prerequisites.</p>\n<h2>Juggernaut<span style=\"float: right;\">Level 9</span></h2>\n<p>Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Armor Expertise<span style=\"float: right;\">Level 11</span></h2>\n<p>You have spent so much time wearing armor that you know how to make the most of its protection. Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.</p>\n<h2>Fighter Expertise<span style=\"float: right;\">Level 11</span></h2>\n<p>You've practiced your techniques to make them harder to resist. Your proficiency rank for your fighter class DC increases to expert.</p>\n<h2>Weapon Legend<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned fighting techniques that apply to all armaments, and you've developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert. You can select one weapon group and increase your proficiency ranks to legendary for all simple and martial weapons in that weapon group, and to master for all advanced weapons in that weapon group.</p>\n<h2>Evasion<span style=\"float: right;\">Level 15</span></h2>\n<p>You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Greater Weapon Specialization<span style=\"float: right;\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Improved Flexibility<span style=\"float: right;\">Level 15</span></h2>\n<p>Your extensive experience gives you even greater ability to adapt to each day's challenges. When you use combat flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats' prerequisites.</p>\n<h2>Armor Mastery<span style=\"float: right;\">Level 17</span></h2>\n<p>Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.</p>\n<h2>Versatile Legend<span style=\"float: right;\">Level 19</span></h2>\n<p>You are nigh-unmatched with any weapon. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master. Your proficiency rank for your fighter class DC increases to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"0c3e5":{"img":"systems/pf2e/icons/features/classes/weapon-legend.webp","level":13,"name":"Weapon Legend","uuid":"Compendium.pf2e.classfeatures.F5VenhIQMDkeGvmV"},"2jey6":{"img":"systems/pf2e/icons/features/classes/fighter-expertise.webp","level":11,"name":"Fighter Expertise","uuid":"Compendium.pf2e.classfeatures.bAaI7h937Nr3g93U"},"9c5ay":{"img":"systems/pf2e/icons/features/classes/armor-expertise.webp","level":11,"name":"Armor Expertise","uuid":"Compendium.pf2e.classfeatures.x5jaCJxsmD5sx3KB"},"e1e4m":{"img":"systems/pf2e/icons/features/classes/shield-block.webp","level":1,"name":"Shield Block","uuid":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"enizk":{"img":"systems/pf2e/icons/features/classes/improved-flexibility.webp","level":15,"name":"Improved Flexibility","uuid":"Compendium.pf2e.classfeatures.W2rwudMNcAxs8VoX"},"ij943":{"img":"systems/pf2e/icons/features/classes/battlefield-surveyor.webp","level":7,"name":"Battlefield Surveyor","uuid":"Compendium.pf2e.classfeatures.TIvzBALymvb56L79"},"lakjk":{"img":"systems/pf2e/icons/features/classes/bravery.webp","level":3,"name":"Bravery","uuid":"Compendium.pf2e.classfeatures.GJKJafDGuX4BeAeN"},"lphi1":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":9,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"q0xyz":{"img":"systems/pf2e/icons/features/classes/armor-mastery.webp","level":17,"name":"Armor Mastery","uuid":"Compendium.pf2e.classfeatures.CGB1TczFhQhdQxml"},"r6269":{"img":"systems/pf2e/icons/features/classes/attack-of-opportunity.webp","level":1,"name":"Attack of Opportunity","uuid":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"r6jbx":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":15,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"txlgu":{"img":"systems/pf2e/icons/features/classes/combat-flexibility.webp","level":9,"name":"Combat Flexibility","uuid":"Compendium.pf2e.classfeatures.8g6HzARbhfcgilP8"},"u1d1r":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"u8k07":{"img":"systems/pf2e/icons/features/classes/fighter-weapon-mastery.webp","level":5,"name":"Fighter Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.gApJtAdNb9ST4Ms9"},"vis8d":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"x98c2":{"img":"systems/pf2e/icons/features/classes/versatile-legend.webp","level":19,"name":"Versatile Legend","uuid":"Compendium.pf2e.classfeatures.0H2LxtiZTJ275pSD"}},"keyAbility":{"selected":"str","value":["dex","str"]},"perception":2,"rules":[],"savingThrows":{"fortitude":2,"reflex":2,"will":1},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"fighter","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":3,"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"hrdq4ubxm5vpceg6","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT"},"pf2e":{"grantedBy":{"id":"lmz0qqgk68hb1a03"}}},"img":"systems/pf2e/icons/actions/Reaction.webp","name":"Attack of Opportunity","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Trigger</strong> A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.</p>\n<hr />\n<p>You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.</p>"},"requirements":{"value":""},"rules":[],"slug":"attack-of-opportunity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"dhxmtjparw4uq0ib","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"tdrpbz9lwha7az7a"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Shield Block","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"general","description":{"value":"<p><strong>Trigger</strong> While you have your shield raised, you would take damage from a physical attack</p>\n<hr />\n<p>You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[],"slug":"shield-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pwime5jb01579gc3","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.SOmJyAtPOokesZoe"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Farmhand","sort":0,"system":{"boosts":{"0":{"selected":"con","value":["con","wis"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the drudgery, but at some point you became an adventurer.</p>\n<p>Choose two ability boosts. One must be to <strong>Constitution</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Athletics skill and the Farming Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0] skill feat with Athletics.</p>"},"items":{"00b8b":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Assurance","uuid":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"rules":[],"slug":"farmhand","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Farming Lore","trainedSkills":{"value":["ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"4QKHaQdbGltG9HsO","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Farming Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"laaoaho5txfb21ck","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"naturalAmbition":{"id":"8rlyw2r4075dc9cm"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Ambition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"adjustName":false,"choices":{"postFilter":[{"or":["feature:dragon-instinct",{"not":"item:draconic-arrogance"}]},{"nor":["item:animal-companion","item:animal-companion-druid","item:bardic-lore","item:fire-lung","item:lingering-composition","item:leshy-familiar","item:martial-performance","item:shore-step","item:steadying-stone","item:storm-born","item:versatile-performance","item:wild-shape"]}],"query":"{\"system.category\":\"class\",\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"{actor|system.details.class.trait}\"}}"},"flag":"naturalAmbition","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.LevelOneClassFeat","selection":"Compendium.pf2e.feats-srd.w8Ycgeq2zfyshtoS"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.naturalAmbition}"}],"slug":"natural-ambition","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8rlyw2r4075dc9cm","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.w8Ycgeq2zfyshtoS"},"pf2e":{"grantedBy":{"id":"laaoaho5txfb21ck"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Reactive Shield","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> An enemy hits you with a melee strike.</p>\n<hr />\n<p>You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the @UUID[Compendium.pf2e.actionspf2e.xjGwis0uaC2305pm] action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[],"slug":"reactive-shield","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{"fighter":"Fighter"},"value":["fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"GLkGAs6P9Tp0UjjR","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.onde0SxLoxLBTnvm"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Double Slice","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":2},"category":"class","description":{"value":"<p><strong>Requirements</strong> You are wielding two melee weapons, each in a different hand</p>\n<hr />\n<p>You lash out at your foe with both weapons.</p>\n<p>Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn't have the agile trait, it takes a -2 penalty.</p>\n<p>If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.Fighter.DoubleSlice.SecondAttackLabel","option":"double-slice-second","toggleable":true},{"key":"FlatModifier","predicate":["double-slice-second",{"not":"agile"}],"selector":"attack","value":-2}],"slug":"double-slice","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5rlfnozppburd7f8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":0,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. 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Though more expensive than wooden shields, they are much more durable.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Hardness</th>\n<th>HP</th>\n<th>BT</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>5</td>\n<td>20</td>\n<td>10</td>\n</tr>\n</tbody>\n</table>"},"dex":{"value":0},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":null,"hardness":5,"hp":{"brokenThreshold":10,"max":20,"value":20},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":2}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"steel-shield","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":0},"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"c0x2EVnrGKWsi5YL","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.vLGDUFrg4yGzpTQX"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/repair-kit.webp","name":"Repair Kit","sort":0,"system":{"baseItem":null,"containerId":"5rlfnozppburd7f8","description":{"value":"<p>A repair kit allows you to perform simple repairs while traveling. 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Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"WOz6dslThsDgrRg9","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Athletics)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. 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Each time, choose a different skill and gain the benefits for that skill.</p>"},"level":{"value":1},"location":"pwime5jb01579gc3","maxTakable":null,"prerequisites":{"value":[{"value":"trained in at least one skill"}]},"rules":[{"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillAth","value":"athletics"},{"label":"PF2E.SkillCra","value":"crafting"},{"label":"PF2E.SkillDec","value":"deception"},{"label":"PF2E.SkillDip","value":"diplomacy"},{"label":"PF2E.SkillItm","value":"intimidation"},{"label":"PF2E.SkillMed","value":"medicine"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillPrf","value":"performance"},{"label":"PF2E.SkillRel","value":"religion"},{"label":"PF2E.SkillSoc","value":"society"},{"label":"PF2E.SkillSte","value":"stealth"},{"label":"PF2E.SkillSur","value":"survival"},{"label":"PF2E.SkillThi","value":"thievery"},{"label":"PF2E.SkillLore","value":"lore"}],"flag":"assurance","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"athletics"},{"key":"SubstituteRoll","label":"PF2E.SpecificRule.SubstituteRoll.Assurance","selector":"{item|flags.pf2e.rulesSelections.assurance}","slug":"assurance","value":10},{"key":"AdjustModifier","predicate":["substitute:assurance",{"not":"bonus:type:proficiency"}],"selector":"{item|flags.pf2e.rulesSelections.assurance}","suppress":true}],"slug":"assurance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"HtKB4l6Fpb0xPUEs","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"5rlfnozppburd7f8","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. 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{"_id":"xCNdNqHSm6ZuviJc","img":"systems/pf2e/icons/iconics/LiniFull.webp","items":[{"_id":"49oOWS67huagQgZX","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.tXC5Gwn9D5x0ouJh"}},"img":"systems/pf2e/icons/features/ancestry/sensate-gnome.webp","name":"Sensate Gnome","sort":0,"system":{"ancestry":{"name":"Gnome","slug":"gnome","uuid":"Compendium.pf2e.ancestries.CYlfsYLJcBOgqKtD"},"description":{"value":"<p>You see all colors as brighter, hear all sounds as richer, and especially smell all scents with incredible detail. You gain a special sense: imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine the exact location of a creature. The GM will usually double the range if you're downwind from the creature or halve the range if you're upwind.</p>\n<p>In addition, you gain a +2 circumstance bonus to Perception checks whenever you're trying to locate an undetected creature that is within the range of your scent.</p>"},"rules":[{"key":"FlatModifier","label":"Sensate Gnome (locate undetected by smell)","predicate":["target:undetected","target:within-30-feet"],"selector":"perception","type":"circumstance","value":2},{"acuity":"imprecise","key":"Sense","range":30,"selector":"scent"}],"slug":"sensate-gnome","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"enow7xm0w59lpf7c","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.ZdhPKEY9FfaOS8Wy"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Herbalist","sort":0,"system":{"boosts":{"0":{"selected":"wis","value":["con","wis"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You're adept at collecting the right natural cures in all sorts of environments and preparing them properly.</p>\n<p>Choose two ability boosts. One must be to <strong>Constitution</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Nature skill and the Herbalism Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.WC4xLBGmBsdOdHWu] skill feat.</p>"},"items":{"i5m1o":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Natural Medicine","uuid":"Compendium.pf2e.feats-srd.WC4xLBGmBsdOdHWu"}},"rules":[],"slug":"herbalist","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Herbalism Lore","trainedSkills":{"value":["nat"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"mhcu588721isuajg","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.WC4xLBGmBsdOdHWu"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Medicine","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. 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You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. 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than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"sling","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":50,"reload":{"value":"1"},"rules":[],"selectedAmmoId":"zkJwmGGn4lbyTq42","size":"med","slug":"sling","source":{"value":"Pathfinder Core 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slings.</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"per":10,"value":{"cp":1}},"quantity":10,"rules":[],"size":"med","slug":"sling-bullets","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"slingBullets","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"bqXVnho2aeJsiRPM","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":3,"rules":[],"size":"med","slug":"gold-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"6Noky7al1D5RCj3g","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5Ew82vBF9YfaiY9f"}},"img":"systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp","name":"Silver Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":4,"rules":[],"size":"med","slug":"silver-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"oCLwN1Dtdb8gJq4R","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.lzJ8AVhRcbFul5fh"}},"img":"systems/pf2e/icons/equipment/treasure/currency/copper-pieces.webp","name":"Copper Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":8,"rules":[],"size":"med","slug":"copper-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"TjANhNOIZ5qOfNkl","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Herbalism Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"vjTiybISGaLkYGQH","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.evwCimenReYvcruj"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Animal Elocutionist","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[{"value":"Burrow Elocutionist"}]},"rules":[],"slug":"animal-elocutionist","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["gnome"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"RFvZbnmV9iPgUQu9","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.yozSCfdLFHVBbTxj"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Mature Animal Companion (Druid)","sort":200000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. Your animal companion is better trained than most. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"Animal Companion"}]},"rules":[],"slug":"mature-animal-companion-druid","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"kXzAxPGqpHWvJjAF","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BWomK7EVY0WXxWgh"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Reach Spell","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You can extend the range of your spells. If the next action you use is to @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"reach-spell","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["bard","cleric","concentrate","druid","metamagic","oracle","sorcerer","witch","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"q6Up5lwAyUpvsnRC","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AmP0qu7c5dlBSath"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Toughness","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"hp","value":"@actor.level"},{"key":"ActiveEffectLike","mode":"downgrade","path":"system.attributes.dying.recoveryDC","value":9}],"slug":"toughness","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"b3jOxqcNCJjwSUsK","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Survey Wildlife","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a -2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Survival"}]},"rules":[],"slug":"survey-wildlife","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"EejxHvEILraHaruu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":200000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"3d6+6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"gWzvuGBl68Nooahq","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.dINQzhqGmIsqGMUY"}},"img":"systems/pf2e/icons/spells/mending.webp","name":"Mending","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the @UUID[Compendium.pf2e.conditionitems.6dNUvdb1dhToNDj3] condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed.</p>\n<hr />\n<p><strong>Heightened (2nd)</strong> You can target a non-magical object of 1 Bulk or less.</p>\n<p><strong>Heightened (3rd)</strong> You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mending","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"non-magical object of light Bulk or less"},"time":{"value":"10 minutes"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"E2ruyuYYIm0sokTn","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.YWrfKetOqDwVFut7"}},"img":"systems/pf2e/icons/spells/barkskin.webp","name":"Barkskin","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.HoOujAdQWCN4E6sQ]</p>\n<hr />\n<p><strong>Heightened (+2)</strong> The resistances increase by 2, and the weakness increases by 3.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"barkskin","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["primal"]},"traits":{"rarity":"common","value":["plant"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"Srxlt1sKABzIazvr","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.sxQZ6yqTn0czJxVd"}},"img":"systems/pf2e/icons/spells/fireball.webp","name":"Fireball","sort":0,"system":{"ability":{"value":""},"area":{"type":"burst","value":20},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"fire"},"value":"6d6"}}},"description":{"value":"<p>A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":3},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"500 feet"},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"fireball","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["fire"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"J2t7FcA9QoZDNcQj","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.o6YCGx4lycsYpww4"}},"img":"systems/pf2e/icons/spells/haste.webp","name":"Haste","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Magic empowers the target to act faster. It gains the @UUID[Compendium.pf2e.conditionitems.nlCjDvLMf2EkV2dl] condition and can use the extra action each round only for Strike and Stride actions.</p>\n<hr />\n<p><strong>Heightened (7th)</strong> You can target up to 6 creatures.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"haste","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"zxzp9xlyi4k1MBEQ","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal Focus Spells","sort":0,"system":{"ability":{"value":"wis"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"focus"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"primal"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"JDkKYuovD6mmKG3U","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs"}},"img":"systems/pf2e/icons/spells/heal.webp","name":"Heal","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"value":"positive"},"value":"1d8"}}},"description":{"value":"<p>You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(verbal, somatic)</strong> The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8</p>\n<p><span class=\"pf2-icon\">3</span> <strong>(material, somatic, verbal)</strong> You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"overlays":{"37gy7l19tik74o4s":{"_id":"37gy7l19tik74o4s","name":"Heal (vs. Living)","overlayType":"override","sort":2,"system":{"components":{"somatic":true,"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"save":{"basic":"","value":""},"time":{"value":"2"}}},"7qdtetowq348s9oc":{"_id":"7qdtetowq348s9oc","overlayType":"override","sort":1,"system":{"components":{"somatic":true},"range":{"value":"touch"},"time":{"value":"1"}}},"7vbvdrv2cl87sqta":{"_id":"7vbvdrv2cl87sqta","overlayType":"override","sort":4,"system":{"area":{"type":"emanation","value":30},"components":{"material":true,"somatic":true,"verbal":true},"range":{"value":""},"target":{"value":"all living and undead creatures"},"time":{"value":"3"}}},"lfxcoz2d3f8j2zq1":{"_id":"lfxcoz2d3f8j2zq1","name":"Heal (vs. Undead)","overlayType":"override","sort":3,"system":{"components":{"somatic":true,"verbal":true},"range":{"value":"30 feet"},"spellType":{"value":"save"},"target":{"value":"1 undead"},"time":{"value":"2"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living creature or 1 undead"},"time":{"value":"1 to 3"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"WpdVGD0vFDKBoivu","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Zmh4ynfnCtwKeAYl"}},"img":"systems/pf2e/icons/spells/heal-animal.webp","name":"Heal Animal","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"healing"},"value":"1d8"}}},"description":{"value":"<p>You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(somatic, verbal)</strong> The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"zxzp9xlyi4k1MBEQ"},"materials":{"value":""},"overlays":{"b1ms5uwp9vwblhkq":{"_id":"b1ms5uwp9vwblhkq","overlayType":"override","sort":2,"system":{"components":{"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"time":{"value":"2"}}},"md8ss7iwxhth4y5f":{"_id":"md8ss7iwxhth4y5f","overlayType":"override","sort":1,"system":{"area":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"subtype":""}}}},"range":{"value":"touch"},"time":{"value":"1"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heal-animal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living animal creature"},"time":{"value":"1 to 2"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["druid","healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"lfUfyC44kuMtOGQc","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.CYlfsYLJcBOgqKtD"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/gnome.svg","name":"Gnome","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","dwarven","elven","goblin","jotun","orcish"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["con"]},"2":{"selected":"wis","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it's unclear why the first gnomes wandered to Golarion, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. These qualities are further reflected in their physical characteristics, such as spindly limbs, brightly colored hair, and childlike and extremely expressive facial features that further reflect their otherworldly origins.</em></p>\n<hr />\n<p>Always hungry for new experiences, gnomes constantly wander both mentally and physically, attempting to stave off a terrible ailment that threatens all of their people. This affliction—the Bleaching—strikes gnomes who fail to dream, innovate, and take in new experiences, in the gnomes' absence of crucial magical essence from the First World. Gnomes latch onto a source of localized magic where they live, typically primal magic, as befits their fey lineage, but this isn't enough to avoid the Bleaching unless they supplement this magic with new experiences. The Bleaching slowly drains the color—literally—from gnomes, and it plunges those affected into states of deep depression that eventually claim their lives. Very few gnomes survive this scourge, becoming deeply morose and wise survivors known as bleachlings.</p>\n<p>If you want a character with boundless enthusiasm and an alien, fey outlook on morality and life, you should play a gnome.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Embrace learning and hop from one area of study to another without warning.</li>\n<li>Rush into action before fully taking stock of the entire situation.</li>\n<li>Speak, think, and move quickly, and lose patience with those who can't keep up.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Appreciate your enthusiasm and the energy with which you approach new situations.</li>\n<li>Struggle to understand your motivations or adapt to your rapid changes of direction.</li>\n<li>See you as unpredictable, flighty, unreliable, or even reckless.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Most gnomes stand just over 3 feet in height and weigh little more than a human child. They exhibit a wide range of natural skin, hair, and eye colors. For gnomes that haven't begun the Bleaching, nearly any hair and eye color other than white is possible, with vibrant colors most frequent, while skin tones span a slightly narrower spectrum and tend toward earthy tones and pinkish hues, though occasionally green, black, or pale blue. Gnomes' large eyes and dense facial muscles allow them to be particularly expressive in their emotions. Gnomes typically reach physical maturity at the age of 18, though many gnomes maintain a childlike curiosity about the world even into adulthood. A gnome can theoretically live to any age if she can stave off the Bleaching indefinitely, but in practice gnomes rarely live longer than around 400 years.</p>\n<h2>Society</h2>\n<p>While most gnomes adopt some of the cultural practices of the region in which they live, they tend to pick and choose, adjusting their communities to fit their own fey logic. This often leads to majority gnome communities eventually consisting almost entirely of gnomes, as other people, bewildered by gnomish political decisions, choose to move elsewhere. Gnomes have little culture that they would consider entirely their own. No gnome kingdoms or nations exist on the surface of Golarion, and gnomes wouldn't know what to do with such a state if they had one.</p>\n<p>By necessity, few gnomes marry for life, instead allowing relationships to run their course before amicably moving on, the better to stave off the Bleaching with new experiences. Though gnome families tend to be small, many gnome communities raise children communally, with fluid family boundaries. As adults depart the settlement, unrelated adolescents sometimes tag along, creating adopted families to journey together.</p>\n<h2>Alignment and Religion</h2>\n<p>Though gnomes are impulsive tricksters with inscrutable motives and confusing methods, many at least attempt to make the world a better place. They are prone to fits of powerful emotion, and they are often good but rarely lawful. Gnomes most commonly worship deities that value individuality and nature, such as Cayden Cailean, Desna, Gozreh, and Shelyn.</p>\n<h2>Adventurers</h2>\n<p>Adventure is not so much a choice as a necessity for most gnomes. Adventuring gnomes often claim mementos, allowing them to remember and relive their most exciting stories.</p>\n<p>Gnomes often consider the entertainer, merchant, or nomad backgrounds. In addition, the animal whisperer, barkeep, gambler, and tinker backgrounds are particularly appropriate.</p>\n<p>Gnomes' connection to magic makes spellcasting classes particularly thematic for you, especially classes that match the tradition of your primal innate spells, such as druid or primal sorcerer, though wellspring gnomes might choose others.</p>\n<h2>Names</h2>\n<p>Gnome names can get quite complex and polysyllabic. They have little interest in familial names, and most children receive their names purely on a parent's whim. Gnomes rarely concern themselves with how easy their names are to pronounce, and they often go by shorter nicknames. Some even collect and chronicle these nicknames. Among gnomes, the shorter the name, the more feminine it's considered to be.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Abroshtor, Bastargre, Besh, Fijit, Halungalom, Krolmnite, Neji, Majet, Pai, Poshment, Queck, Trig, Zarzuket, Zatqualmie</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Gnome Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Small</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Constitution, Charisma, Free</p>\n<p><strong>Ability Flaw</strong> Strength</p>\n<p><strong>Languages</strong> Common, Gnomish, Sylvan</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Goblin, Jotun, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Low-Light Vision</p>"},"flaws":{"0":{"value":["str"]}},"hp":8,"items":{},"languages":{"custom":"","value":["common","gnomish","sylvan"]},"reach":5,"rules":[],"size":"sm","slug":"gnome","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["gnome","humanoid"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"GmXBDVlDH7cRuZgk","flags":{"core":{"sourceId":"Compendium.pf2e.classes.7s57JDCaiYYCAdFx"}},"img":"systems/pf2e/icons/classes/druid.webp","name":"Druid","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it - and an agonizing death to those who take it too lightly. You are one of those who hear nature's call. You stand in awe of the majesty of its power and give yourself over to its service.</em></p>\n<p><strong>Key Ability: WISDOM</strong></p>\n<p>At 1st level, your class gives you an ability boost to Wisdom.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Druid</h1>\n<h2>During Combat Encounters...</h2>\n<p>You call upon the forces of nature to defeat your enemies and protect your allies. You cast spells that draw upon primal magic to protect yourself and your friends, heal their wounds, or summon deadly animals to fight at your side. Depending on your bond to nature, you might call upon powerful elemental magic or change shape into a terrifying beast.</p>\n<h2>During Social Encounters...</h2>\n<p>You represent balance and a reasoned approach to problems, looking for solutions that not only are best for the natural world, but also allow the creatures within it to live in harmony and peace. You often propose compromises that allow both sides to gain what they truly need, even if they can't have all that they desire.</p>\n<h2>While Exploring...</h2>\n<p>Your nature skills are invaluable. You track down enemies, navigate the wilderness, and use spells to detect magical auras around you. You might even ask wild animals to lend their extraordinary senses and scouting abilities to your group.</p>\n<h2>In Downtime...</h2>\n<p>You might craft magic items or potions. Alternatively, your tie to nature might lead you to tend a wilderness area, befriending beasts and healing the wounds caused by civilization. You might even teach sustainable farming and animal husbandry techniques that allow others to subsist off the land without harming the natural balance.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Have a deep and meaningful respect for the power of nature.</li>\n<li>Be in constant awe of the natural world, eager to share it with others but wary of their influence upon it.</li>\n<li>Treat plants and animals as allies, working with them to reach your goals.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>View you as a representative of nature, and are sure you can control it.</li>\n<li>Assume you're a recluse who avoids society and cities and prefers to live in the wild.</li>\n<li>Consider you a mystic, similar to a priest, but answering only to the forces of nature.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Nature</p>\n<p>Trained in one skill determined by your druidic order</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in medium armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in primal spell attacks</p>\n<p>Trained in primal spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Druid. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, primal spellcasting, anathema, Druidic language, druidic order, Shield Block, wild empathy</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, alertness, general feat, great fortitude, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, druid feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, druid weapon expertise, general feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, medium armor expertise, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Druid feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, legendary spellcaster, primal hierophant, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, druid feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Anathema</h2>\n<p>As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>\n<p>The following acts are anathema to all druids:</p>\n<ul>\n<li>Using metal armor or shields.</li>\n<li>Despoiling natural places.</li>\n<li>Teaching the Druidic language to non-druids.</li>\n</ul>\n<p>Each druidic order also has additional anathema acts, detailed in the order's entry.</p>\n<p>See specific orders for more information.</p>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Druidic Language</h2>\n<p>You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.</p>\n<h2>Druidic Order</h2>\n<p>Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.</p>\n<p>Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.</p>\n<p>Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots to cast, and you can't cast them using spell slots. Selecting druid feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.</p>\n<p>Orders can be found here (@UUID[Compendium.pf2e.classfeatures.POBvoXifa9HaejAg]{Animal}, @UUID[Compendium.pf2e.classfeatures.u4nlOzPj2WHkIj9l]{Leaf}, @UUID[Compendium.pf2e.classfeatures.acqqlYmti8D9QJi0]{Storm}, and @UUID[Compendium.pf2e.classfeatures.v0EjtiwdeMj8ykI0]{Wild}).</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level you gain a number of proficiencies, representing your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Primal Spellcasting</h2>\n<p>The power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a spell component pouch.</p>\n<p>At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the primal spell list or from other primal spells to which you gain access and learn via @UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW]. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3-11: Druid Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you gain spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of druid spell slot you have. For example, as a 1st-level druid, your cantrips are 1st-level spells, and as a 5th-level druid, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* The primal hierophant class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2>Shield Block</h2>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>\n<h2>Wild Empathy</h2>\n<p>You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.</p>\n<h2>Druid Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level, you gain a druid class feat.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>Alertness<span style=\"float:right\">Level 3</span></h2>\n<p>Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Great Fortitude<span style=\"float:right\">Level 3</span></h2>\n<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 5</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Expert Spellcaster<span style=\"float:right\">Level 7</span></h2>\n<p>Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for primal spell attack rolls and spell DCs increase to expert.</p>\n<h2>Druid Weapon Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You have become thoroughly familiar with the weapons of your trade. Your proficiency ranks for all simple weapons and unarmed attacks increase to expert.</p>\n<h2>Resolve<span style=\"float:right\">Level 11</span></h2>\n<p>You've steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2>Medium Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Master Spellcaster<span style=\"float:right\">Level 15</span></h2>\n<p>Primal magic answers your command. Your proficiency ranks for primal spell attack rolls and spell DCs increase to master.</p>\n<h2>Legendary Spellcaster<span style=\"float:right\">Level 19</span></h2>\n<p>You have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for primal spell attack rolls and spell DCs increase to legendary.</p>\n<h2>Primal Hierophant<span style=\"float:right\">Level 19</span></h2>\n<p>You command the most potent forces of primal magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using primal spellcasting. Unlike with other spell slots, you don't gain more 10th-level spells as you level up, though you can take the @UUID[Compendium.pf2e.feats-srd.Chu6s3xVnpOB64GH] feat to gain a second slot.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"3nzxp":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":5,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"426dn":{"img":"systems/pf2e/icons/features/classes/druid-weapon-expertise.webp","level":11,"name":"Druid Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.Ra32tlqBxHzT6fzN"},"5borr":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":11,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"5zf6s":{"img":"systems/pf2e/icons/features/classes/anathema(druid).webp","level":1,"name":"Anathema (Druid)","uuid":"Compendium.pf2e.classfeatures.nfBn8QB6HVdzpTFV"},"6cq7c":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":13,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"80cqf":{"img":"systems/pf2e/icons/features/classes/wild-empathy.webp","level":1,"name":"Wild Empathy","uuid":"Compendium.pf2e.classfeatures.d5BFFHXFJYKs5LXr"},"ai1ej":{"img":"systems/pf2e/icons/features/classes/druidic-language.webp","level":1,"name":"Druidic Language","uuid":"Compendium.pf2e.classfeatures.RiAGlnnp4S21BAG3"},"bic0m":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"},"cfonk":{"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","level":3,"name":"Great Fortitude","uuid":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"},"g63pa":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Druidic Order","uuid":"Compendium.pf2e.classfeatures.8STJEFVJISujgpMR"},"ibknd":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":3,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"ifwyc":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"ixkp9":{"img":"systems/pf2e/icons/features/classes/shield-block.webp","level":1,"name":"Shield Block","uuid":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"jfaqa":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"qvz7x":{"img":"systems/pf2e/icons/features/classes/primal-spellcasting.webp","level":1,"name":"Primal Spellcasting","uuid":"Compendium.pf2e.classfeatures.b8pnRxGuNzG0buuh"},"ycbpi":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"zird8":{"img":"systems/pf2e/icons/features/classes/primal-hierophant.webp","level":19,"name":"Primal Hierophant","uuid":"Compendium.pf2e.classfeatures.nzgb43mQmLgaqDoQ"}},"keyAbility":{"value":["wis"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.primal.rank","value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"druid","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":["nat"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"myS75WG47a3c2d2l","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.8STJEFVJISujgpMR"},"pf2e":{"itemGrants":{"animalOrder":{"id":"Htm0KSNXUnBkd0p5","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Druidic Order","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell, and an additional trained skill tied to your order. While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.</p>\n<p>Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.</p>\n<p>Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots to cast, and you can't cast them using spell slots. Selecting druid feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.</p>\n<hr />\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.POBvoXifa9HaejAg]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.NdeFvIXdHwKYLiUj]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.u4nlOzPj2WHkIj9l]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.fKTewWlYgFuhl4KA]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.acqqlYmti8D9QJi0]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.FuUXyv2yBs7zRgqT]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.v0EjtiwdeMj8ykI0]</li>\n</ul>"},"level":{"value":1},"location":"GmXBDVlDH7cRuZgk","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","predicate":["class:druid"],"priority":9,"value":1},{"adjustName":false,"allowedDrops":{"label":"level 1 druid class feature","predicate":["item:level:1","item:trait:druid","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.POBvoXifa9HaejAg"},{"value":"Compendium.pf2e.classfeatures.NdeFvIXdHwKYLiUj"},{"value":"Compendium.pf2e.classfeatures.u4nlOzPj2WHkIj9l"},{"value":"Compendium.pf2e.classfeatures.fKTewWlYgFuhl4KA"},{"value":"Compendium.pf2e.classfeatures.acqqlYmti8D9QJi0"},{"value":"Compendium.pf2e.classfeatures.FuUXyv2yBs7zRgqT"},{"value":"Compendium.pf2e.classfeatures.v0EjtiwdeMj8ykI0"}],"flag":"druidicOrder","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Druid.DruidicOrder.Prompt","selection":"Compendium.pf2e.classfeatures.POBvoXifa9HaejAg"},{"flag":"animalOrder","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.druidicOrder}"}],"slug":"druidic-order","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"slqLv5WEqPEm4Tor","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.nfBn8QB6HVdzpTFV"}},"img":"systems/pf2e/icons/features/classes/anathema(druid).webp","name":"Anathema (Druid)","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>\n<p>The following acts are anathema to all druids:</p>\n<ul>\n<li>Using metal armor or shields.</li>\n<li>Despoiling natural places.</li>\n<li>Teaching the Druidic language to non-druids.</li>\n</ul>\n<p>Each druidic order also has additional anathema acts, detailed in the order's entry.</p>\n<p>See specific orders for more information.</p>"},"level":{"value":1},"location":"GmXBDVlDH7cRuZgk","prerequisites":{"value":[]},"rules":[],"slug":"anathema-druid","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ce3vhINsGSRpkpyl","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.RiAGlnnp4S21BAG3"}},"img":"systems/pf2e/icons/features/classes/druidic-language.webp","name":"Druidic Language","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.</p>"},"level":{"value":1},"location":"GmXBDVlDH7cRuZgk","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.traits.languages.value","value":"druidic"}],"slug":"druidic-language","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"42mIiVcJACiAHRPN","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.b8pnRxGuNzG0buuh"}},"img":"systems/pf2e/icons/features/classes/primal-spellcasting.webp","name":"Primal Spellcasting","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a material component pouch.</p>\n<p>At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the primal spell list, or from other primal spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.</p>"},"level":{"value":1},"location":"GmXBDVlDH7cRuZgk","prerequisites":{"value":[]},"rules":[],"slug":"primal-spellcasting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2y7JquoKwi0P1AHu","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"3NDv0GkBonOKUZvK","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/shield-block.webp","name":"Shield Block","sort":400,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction that lets you reduce damage with your shield.</p>"},"level":{"value":1},"location":"GmXBDVlDH7cRuZgk","prerequisites":{"value":[]},"rules":[{"flag":"shieldBlock","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"}],"slug":"shield-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["champion","druid","fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"IU64GzIxzQ7O1hmR","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.d5BFFHXFJYKs5LXr"}},"img":"systems/pf2e/icons/features/classes/wild-empathy.webp","name":"Wild Empathy","sort":500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.</p>"},"level":{"value":1},"location":"GmXBDVlDH7cRuZgk","prerequisites":{"value":[]},"rules":[],"slug":"wild-empathy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gzIB60ZNsj9OmYd2","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"}},"img":"systems/pf2e/icons/features/classes/alertness.webp","name":"Alertness","sort":1800,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.</p>"},"level":{"value":3},"location":"GmXBDVlDH7cRuZgk","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.perception.rank","value":2}],"slug":"alertness","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ft14bhuXZYCq1k2n","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"}},"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","name":"Great Fortitude","sort":2100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.</p>"},"level":{"value":3},"location":"GmXBDVlDH7cRuZgk","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.fortitude.rank","value":2}],"slug":"great-fortitude","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ZqnQe6g1GGCex2Ec","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"}},"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","name":"Lightning Reflexes","sort":4000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>"},"level":{"value":5},"location":"GmXBDVlDH7cRuZgk","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.reflex.rank","value":2}],"slug":"lightning-reflexes","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"j5IX0R8w7nGHzGpj","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.f2Pl5dWEL9ZvEyI1"},"pf2e":{"grantedBy":{"id":"Htm0KSNXUnBkd0p5","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Animal Companion","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You gain the service of a young animal companion that travels with you on your adventure and obeys any simple commands you give it to the best of your abilities.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"animal order"}]},"rules":[],"slug":"animal-companion","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid","ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Htm0KSNXUnBkd0p5","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.POBvoXifa9HaejAg"},"pf2e":{"grantedBy":{"id":"myS75WG47a3c2d2l","onDelete":"cascade"},"itemGrants":{"animalCompanion":{"id":"j5IX0R8w7nGHzGpj","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/animal.webp","name":"Animal Order","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have a strong connection to beasts, and you are allied with a beast companion. You are trained in Athletics. You also gain the @UUID[Compendium.pf2e.feats-srd.f2Pl5dWEL9ZvEyI1]{Animal Companion (Druid)} druid feat. You gain the <em>@UUID[Compendium.pf2e.spells-srd.Zmh4ynfnCtwKeAYl]</em> order spell. Committing wanton cruelty to animals or killing animals unnecessarily is anathema to your order. (This doesn't prevent you from defending yourself against animals or killing them cleanly for food.)</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.ath.rank","value":1},{"flag":"animalCompanion","key":"GrantItem","predicate":["class:druid"],"uuid":"Compendium.pf2e.feats-srd.f2Pl5dWEL9ZvEyI1"}],"slug":"animal-order","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"3NDv0GkBonOKUZvK","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"2y7JquoKwi0P1AHu","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Shield Block","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"general","description":{"value":"<p><strong>Trigger</strong> While you have your shield raised, you would take damage from a physical attack</p>\n<hr />\n<p>You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"shield-block","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"HAcqRx3EebDZrVR0","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.EE7Q5BHIrfWNCPtT"}},"img":"systems/pf2e/icons/spells/magic-fang.webp","name":"Magic Fang","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Choose one of the target's unarmed attacks. You cause that unarmed attack to shine with primal energy. The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.MqZ6FScbfGtXB8tt]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-fang","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ojbbjJwuoGsdkGho","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gISYsBFby1TiXfBt"}},"img":"systems/pf2e/icons/spells/acid-splash.webp","name":"Acid Splash","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}},"description":{"value":"<p>You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus [[/r (1[splash])[acid]]]. On a critical success, the target also takes [[/r 1[persistent,acid]]] damage.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The initial damage increases to 1d6 + your spellcasting ability modifier, and the @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60] increases to [[/r 2[persistent,acid]]].</p>\n<p><strong>Heightened (5th)</strong> The initial damage increases to 2d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 3[persistent,acid]]], and the splash damage increases to [[/r (2[splash])[acid]]].</p>\n<p><strong>Heightened (7th)</strong> The initial damage increases to 3d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 4[persistent,acid]]], and the splash damage increases to [[/r (3[splash])[acid]]].</p>\n<p><strong>Heightened (9th)</strong> The initial damage increases to 4d6 + your spellcasting ability modifier, the Persistent Damage increases to [[/r 5[persistent,acid]]], and the splash damage increases to [[/r (4[splash])[acid]]].</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"1d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"1"}}}},"5":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"2d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"2"}}}},"7":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"3d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"3"}}}},"9":{"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"subtype":"","value":"acid"},"value":"4d6"},"gcovwqxwitqchoin":{"applyMod":false,"type":{"categories":[],"subtype":"splash","value":"acid"},"value":"4"}}}}},"type":"fixed"},"level":{"value":1},"location":{"value":"0lGqM4cVCL7cr8Zu"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"acid-splash","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","acid","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"LghygFeaWvRlWwXS","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"w5h4oapzd7kztfst","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. 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The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also @UUID[Compendium.pf2e.conditionitems.eIcWbB5o3pP6OIMe] for 1 round. 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{"_id":"yU4m6Ameqs3NLsNH","img":"systems/pf2e/icons/iconics/FumbusFull.webp","items":[{"_id":"1l2npffcrfag31pe","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.j9v38iHA0sVy59SR"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Pathfinder Hopeful","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["con","int"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p><strong>Prerequisite</strong> Region - Absalom and Starstone Isle</p>\n<hr />\n<p>You've long wanted to join the adventurous Pathfinder Society. You have taken up the dangerous life of an adventurer in hopes of earning a spot among the Pathfinders.</p>\n<p>Choose two ability boosts. One must be to <strong>Constitution</strong> or <strong>Intelligence</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Society skill and the Pathfinder Society Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.BocFD2KV0qgUC76x] skill feat.</p>"},"items":{"jzu36":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Additional Lore","uuid":"Compendium.pf2e.feats-srd.BocFD2KV0qgUC76x"}},"rules":[],"slug":"pathfinder-hopeful","source":{"value":"Pathfinder Lost Omens: World Guide"},"trainedLore":"Pathfinder Society Lore","trainedSkills":{"value":["soc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"9qugo3tzok4ph9lw","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BocFD2KV0qgUC76x"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Additional Lore","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. 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Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":1,"rules":[],"size":"med","slug":"formula-book-blank","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"J6EfdbrqHIfy4hHP","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.dIRZ0LL7G31fJNYz"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/lantern.webp","name":"Lantern (Hooded)","sort":189063,"system":{"baseItem":null,"containerId":"bA6HG8Q7l2mLBgOE","description":{"value":"<p>A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. A bull's‑eye lantern emits its light in a 60‑foot cone (and dim light in the next 60 feet). A hooded lantern sheds light in a 30‑foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. 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You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5‑foot square you target. You must succeed at a @Check[type:flat|dc:10] for the oil to ignite successfully when it hits. 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It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. 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You are trained with the @UUID[Compendium.pf2e.equipment-srd.olwngGXM3hpgoLEP] and @UUID[Compendium.pf2e.equipment-srd.YnwEttFE1bJacLDh].</p>\n<p>In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-dogslicer.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-horsechopper.rank","value":1},{"definition":["item:trait:goblin","item:category:advanced"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.AdvancedGoblinWeapons","sameAs":"martial","slug":"advanced-goblin-weapons"},{"definition":["item:trait:goblin","item:category:martial"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialGoblinWeapons","sameAs":"simple","slug":"martial-goblin-weapons"}],"slug":"goblin-weapon-familiarity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["goblin"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"fg0UkvrLviMnAR0x","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.xbg1scOIT7RI9Fij"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Bomber","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You keep your bombs in easy-to-reach pouches from which you draw without thinking. You @UUID[Compendium.pf2e.actionspf2e.pvQ5rY2zrtPI614F] to draw a bomb, then Strike with it.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[],"slug":"quick-bomber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"c2n7vhp0xIsuMD0d","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BJHsCiBLdjgJo6zM"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Far Lobber","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[]},"rules":[{"definition":["item:base:alchemical-bomb"],"key":"AdjustStrike","mode":"upgrade","property":"range-increment","value":30}],"slug":"far-lobber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Vc5fpzMvdLHpixvP","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.aJUXbe9HJVvv0Mxa"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Breath Control","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"Breath control (vs. inhaled)","predicate":["inhaled"],"selector":"saving-throw","type":"circumstance","value":1},{"key":"Note","predicate":["inhaled"],"selector":"saving-throw","text":"If you roll a success on a saving throw against an inhaled threat, you get a critical success instead.","title":"{item|name}"}],"slug":"breath-control","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"DVzjoGVODGSINnN5","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.X2jGFfLU5qI5XVot"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Streetwise","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Society"}]},"rules":[],"slug":"streetwise","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"cjyuDezhX7ulNAqU","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.</p>"},"equipped":{"carryType":"worn","handsHeld":2,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"quantity":1,"rules":[],"size":"med","slug":"healers-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"N4WX7ZIUHzbjinF7","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.sJ7WTLDwAbIA9Elc"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Burn It!","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Fire fascinates you. Your spells and 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 @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Fire Damage} you deal.</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[{"key":"Note","predicate":["fire"],"selector":"spell-damage","text":"Your spells that deal fire damage gain a status bonus to damage equal to half the spell's level (minimum 1). You also gain a +1 status bonus to any @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Fire Damage} you deal.","title":"{item|name}"},{"key":"Note","predicate":["alchemical","fire"],"selector":"strike-damage","text":"Your alchemical items that deal fire damage gain a status bonus to damage equal to one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Fire Damage} you deal.","title":"{item|name}"}],"slug":"burn-it","source":{"value":""},"traits":{"rarity":"common","value":["goblin"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0HuH9hQeTyPWTxWe","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.UjWLK86BgHxz3Itd"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Calculated Splash","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[{"key":"AdjustModifier","mode":"upgrade","predicate":[{"not":"feat:expanded-splash"}],"relabel":"{item|name}","selector":"alchemical-bomb-damage","slug":"splash","value":"@actor.abilities.int.mod"}],"slug":"calculated-splash","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"LF5suU4wX6rpMPP3","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.pekKtubQTkG9m1xK"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quiet Allies","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You're skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls.</p>"},"level":{"value":2},"location":"skill-4","prerequisites":{"value":[{"value":"expert in Stealth"}]},"rules":[],"slug":"quiet-allies","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"XgOK9Kechsqq4IWk","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.eurAnvH8bK0ZctOR"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/bracers-of-missile-deflection.webp","name":"Bracers of Missile Deflection","sort":-50000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>These bracers are made from plates of durable mithral and gleam like the summer sun.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">R</span> Interact</p>\n<p><strong>Frequency</strong> once per day</p>\n<p><strong>Trigger</strong> A ranged weapon attack hits you but doesn't critically hit</p>\n<p><strong>Requirements</strong> You are aware of the attack and not flat-footed</p>\n<hr />\n<p><strong>Effect</strong> The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.PeiuJ951kkBPTCSM]</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":52}},"quantity":1,"rules":[],"size":"med","slug":"bracers-of-missile-deflection","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["abjuration","invested","magical"]},"usage":{"value":"wornbracers"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"ofOjwJAwRxL4EJq8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.RgNBGpBc9G2yw1C2"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/crafters-eyepiece.webp","name":"Crafter's Eyepiece","sort":-25000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts.</p>\n<p>While worn, this eyepiece gives you a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored by 15 per proficiency rank instead of 10.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":60}},"quantity":1,"rules":[{"key":"FlatModifier","selector":"crafting","type":"item","value":1}],"size":"med","slug":"crafters-eyepiece","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["invested","magical","transmutation"]},"usage":{"value":"worneyepiece"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"66fdLbzePIyZdhaW","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.1v1OK06JxdXn6MP4"}},"img":"systems/pf2e/icons/equipment/consumables/talismans/sneaky-key.webp","name":"Sneaky Key","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"talisman"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Usage</strong> affixed to armor</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p><strong>Requirements</strong> You are an expert in Thievery</p>\n<p>This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, for the next minute, if the outcome of any your attempts to Pick a Lock is a critical failure, you get a failure instead.</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":22}},"quantity":1,"rules":[],"size":"med","slug":"sneaky-key","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","evocation","magical","talisman"]},"usage":{"value":"affixed-to-armor"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"QB3Flsf6OyQP3zOp","flags":{"core":{"sourceId":"Compendium.pf2e.classes.XwfcJuskrhI9GIjX"}},"img":"systems/pf2e/icons/classes/alchemist.webp","name":"Alchemist","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"Alchemical Bombs","rank":1},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":1,"unarmored":1},"description":{"value":"<p><em>There's no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You're fascinated by uncovering the secrets of science and the natural world, and you're constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.</em></p>\n<p><strong>Key Ability: INTELLIGENCE</strong></p>\n<p>At 1st level, your class gives you an ability bonus to Intelligence</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Alchemist</h1>\n<h2>During Combat Encounters...</h2>\n<p>You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a resilient and powerful weapon.</p>\n<h2>During Social Encounters...</h2>\n<p>You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.</p>\n<h2>While Exploring...</h2>\n<p>You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.</p>\n<h2>In Downtime...</h2>\n<p>You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause.</li>\n<li>Get a kick out of wreaking havoc with the alchemical concoctions you've made, and enjoy watching things burn, dissolve, freeze, and jolt.</li>\n<li>Endlessly experiment to discover new, more potent alchemical tools.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Think you're some kind of sorcerer or an eccentric wizard and don't understand that you don't cast spells; spellcasters who clumsily dabble in alchemy only heighten this misconception.</li>\n<li>Don't understand your zeal for alchemy, creativity, and invention.</li>\n<li>Assume that if you haven't caused a catastrophe with your experimentations, you inevitably will.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Trained in Will</p>\n<h2>Skills</h2>\n<p>Trained in Crafting</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in alchemical bombs</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in medium armor</p>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in alchemist class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as an Alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, alchemy, formula book, research field, alchemist feat</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, field discovery, powerful alchemy, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Alchemical weapon expertise, general feat, iron will, perpetual infusions, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Alchemical expertise, alertness, ancestry feat, double brew, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, juggernaut, perpetual potency, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, greater field discovery, light armor expertise, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, alchemical alacrity, evasion, general feat, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Alchemical mastery, ancestry feat, perpetual perfection, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Alchemist feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, light armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, alchemist feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Alchemist Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.</p>\n<h2>Alchemy</h2>\n<p>You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.</p>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.</p>\n<h3><strong>Infused Reagents</strong></h3>\n<p>You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.</p>\n<p>As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.</p>\n<h3><strong>Advanced Alchemy</strong></h3>\n<p>During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.</p>\n<h3><strong>Quick Alchemy</strong></h3>\n<p>If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.</p>\n<h3>@UUID[Compendium.pf2e.feats-srd.NlEZ0piDxg9buXCL]<span class=\"pf2-icon\">A</span></h3>\n<p><strong>Cost</strong> 1 batch of infused reagents</p>\n<p><strong>Requirements</strong> You have @UUID[Compendium.pf2e.equipment-srd.4ftXXUCBHcf4b0MH], the formula for the alchemical item you're creating, and a free hand.</p>\n<hr />\n<p>You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.</p>\n<h3><strong>Formula Book</strong></h3>\n<p>An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field.</p>\n<p>Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the @UUID[Compendium.pf2e.feats-srd.XR95taODq1sq82Du] feat.</p>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Research Field</h2>\n<p>Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.</p>\n<p>Your research field adds a number of formulas to your formulas book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you can create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.</p>\n<p>Research fields can be found here (@UUID[Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS], @UUID[Compendium.pf2e.classfeatures.eNZnx4LISDNftbx2], @UUID[Compendium.pf2e.classfeatures.tvdb1jkjl2bRZjSp] and @UUID[Compendium.pf2e.classfeatures.P9quO9XZi3OWFe1k]).</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Field Discovery<span style=\"float:right\">Level 5</span></h2>\n<p>You learn a special discovery depending on your field.</p>\n<p>See specific research fields for more information.</p>\n<h2>Powerful Alchemy<span style=\"float:right\">Level 5</span></h2>\n<p>Alchemical items you create on the fly are particularily potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.</p>\n<h2>Alchemical Weapon Expertise<span style=\"float:right\">Level 7</span></h2>\n<p>You've trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.</p>\n<h2>Iron Will<span style=\"float:right\">Level 7</span></h2>\n<p>Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.</p>\n<h2>Perpetual Infusions<span style=\"float:right\">Level 7</span></h2>\n<p>You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.</p>\n<p>See specific research fields for more information.</p>\n<h2>Alchemical Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.</p>\n<h2>Alertness<span style=\"float:right\">Level 9</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Double Brew<span style=\"float:right\">Level 9</span></h2>\n<p>You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.</p>\n<h2>Juggernaut<span style=\"float:right\">Level 11</span></h2>\n<p>Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.</p>\n<h2>Perpetual Potency<span style=\"float:right\">Level 11</span></h2>\n<p>Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>See specific research fields for more information.</p>\n<h2>Greater Field Discovery<span style=\"float:right\">Level 13</span></h2>\n<p>You learn an incredible discovery that advances your understanding of your field.</p>\n<p>See specific research fields for more information.</p>\n<h2>Light Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Alchemical Alacrity<span style=\"float:right\">Level 15</span></h2>\n<p>Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.</p>\n<h2>Evasion<span style=\"float:right\">Level 15</span></h2>\n<p>You've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.</p>\n<h2>Alchemical Mastery<span style=\"float:right\">Level 17</span></h2>\n<p>Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.</p>\n<h2>Perpetual Perfection<span style=\"float:right\">Level 17</span></h2>\n<p>You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>See specific research fields for more information.</p>\n<h2>Light Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0btpz":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":7,"name":"(Choice) Perpetual Infusions","uuid":"Compendium.pf2e.classfeatures.ZqwHAoIZrI1dGoqK"},"0q0he":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Alchemist Armor Expertise (Level 13)","uuid":"Compendium.pf2e.classfeatures.bv3Qel8v9tpoFbw4"},"17vbv":{"img":"systems/pf2e/icons/features/classes/alchemical-alarity.webp","level":15,"name":"Alchemical Alacrity","uuid":"Compendium.pf2e.classfeatures.Eood6pNPaJxuSgD1"},"4bdrn":{"img":"systems/pf2e/icons/features/classes/alchemy.webp","level":1,"name":"Alchemy","uuid":"Compendium.pf2e.classfeatures.w3aS3tsvH2Ub6XMn"},"7rg3w":{"img":"systems/pf2e/icons/features/classes/light-armor-master.webp","level":19,"name":"Alchemist Armor Mastery","uuid":"Compendium.pf2e.classfeatures.FiVYuIPTBzPzNP4E"},"b3ohx":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Research Field","uuid":"Compendium.pf2e.classfeatures.cU2ofQLj7pg6wTSi"},"bdpgv":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":11,"name":"Perpetual Potency","uuid":"Compendium.pf2e.classfeatures.MGn2wezOr3VAdO3U"},"bm730":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":9,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"enfdl":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"f4a0p":{"img":"systems/pf2e/icons/features/classes/double-brew.webp","level":9,"name":"Double Brew","uuid":"Compendium.pf2e.classfeatures.76cwNLJEm4Yetnee"},"j5xnl":{"img":"systems/pf2e/icons/features/classes/alchemical-weapon-expertise.webp","level":7,"name":"Alchemical Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.4ocPy4O0OCLY0XCM"},"k4a5r":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":11,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"l170j":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":13,"name":"(Choice) Greater Field Discovery","uuid":"Compendium.pf2e.classfeatures.MEwvBnT2VsO5lQ6I"},"nmzo2":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":15,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"plldb":{"img":"systems/pf2e/icons/features/classes/alchemical-expertise.webp","level":9,"name":"Alchemical Expertise","uuid":"Compendium.pf2e.classfeatures.3e1PlMXmlSwKoc6d"},"t9bmz":{"img":"systems/pf2e/icons/features/classes/formula-book.webp","level":1,"name":"Formula Book","uuid":"Compendium.pf2e.classfeatures.XPPG7nN9pxt0sjMg"},"u9it3":{"img":"systems/pf2e/icons/features/classes/iron-will.webp","level":7,"name":"Iron Will","uuid":"Compendium.pf2e.classfeatures.wMyDcVNmA7xGK83S"},"xtjxi":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":17,"name":"Perpetual Perfection","uuid":"Compendium.pf2e.classfeatures.11nGqrSJOoGRlDjO"},"xzcdr":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":5,"name":"Field Discovery","uuid":"Compendium.pf2e.classfeatures.IxxPEahbqXwIXum7"},"yc9ak":{"img":"systems/pf2e/icons/features/classes/powerful-alchemy.webp","level":5,"name":"Powerful Alchemy","uuid":"Compendium.pf2e.classfeatures.7JK2a1D3VeWDcObo"},"yy1uz":{"img":"systems/pf2e/icons/features/classes/alchemical-mastery.webp","level":17,"name":"Alchemical Mastery","uuid":"Compendium.pf2e.classfeatures.eG7FBDjCdEFzW9V9"}},"keyAbility":{"value":["int"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-alchemical-bomb.rank","value":1}],"savingThrows":{"fortitude":2,"reflex":2,"will":1},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"alchemist","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":3,"value":["cra"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"GdDbwVOi41SkuaGT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.cU2ofQLj7pg6wTSi"},"pf2e":{"itemGrants":{"bomber":{"id":"4BrzG2LDIjxAiS7F","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Research Field","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.</p>\n<p>Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.</p>"},"level":{"value":1},"location":"QB3Flsf6OyQP3zOp","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 Alchemist class feature","predicate":["feature:trait:alchemist","feature:level:1"]},"choices":[{"value":"Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS"},{"value":"Compendium.pf2e.classfeatures.eNZnx4LISDNftbx2"},{"value":"Compendium.pf2e.classfeatures.tvdb1jkjl2bRZjSp"},{"value":"Compendium.pf2e.classfeatures.P9quO9XZi3OWFe1k"}],"flag":"researchField","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Alchemist.ResearchField.Prompt","selection":"Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS"},{"flag":"bomber","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.researchField}"}],"slug":"research-field","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"KpYvOrnusL4VWzVT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.w3aS3tsvH2Ub6XMn"},"pf2e":{"itemGrants":{"advancedAlchemy":{"id":"TyB21z3L6MbOH7PJ","onDelete":"detach"},"alchemicalCrafting":{"id":"AJb2WiarJbeylVf0","onDelete":"detach"},"infusedReagents":{"id":"9lAgv9Z9x1D8faJb","onDelete":"detach"},"quickAlchemy":{"id":"P3dC2LViGUzwKPog","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/alchemy.webp","name":"Alchemy","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.</p>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.</p>"},"level":{"value":1},"location":"QB3Flsf6OyQP3zOp","prerequisites":{"value":[]},"rules":[{"flag":"alchemicalCrafting","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K"},{"flag":"infusedReagents","key":"GrantItem","uuid":"Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L"},{"flag":"advancedAlchemy","key":"GrantItem","uuid":"Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I"},{"flag":"quickAlchemy","key":"GrantItem","uuid":"Compendium.pf2e.classfeatures.sPtl05wwTpqFI0lL"}],"slug":"alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"X6LTFLbayyFFMoQy","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.XPPG7nN9pxt0sjMg"},"pf2e":{"itemGrants":{}}},"img":"systems/pf2e/icons/features/classes/formula-book.webp","name":"Formula Book","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>An alchemist keeps meticulous formulas for every item they can create. You start with a standard @UUID[Compendium.pf2e.equipment-srd.qCEOZ6109Yo34tRx] worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] and your research field.</p>\n<p>Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the @UUID[Compendium.pf2e.feats-srd.XR95taODq1sq82Du] feat.</p>"},"level":{"value":1},"location":"QB3Flsf6OyQP3zOp","prerequisites":{"value":[]},"rules":[{"flag":"formulaBookBlank","key":"GrantItem","uuid":"Compendium.pf2e.equipment-srd.qCEOZ6109Yo34tRx"}],"slug":"formula-book","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"KvD8UGQa4xMfz6FX","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.IxxPEahbqXwIXum7"},"pf2e":{"itemGrants":{"fieldDiscoveryBomber":{"id":"3erTXnKrPuTIiner","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Field Discovery","sort":1500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You learn a special discovery depending on your field.</p>"},"level":{"value":5},"location":"QB3Flsf6OyQP3zOp","prerequisites":{"value":[]},"rules":[{"flag":"fieldDiscoveryBomber","key":"GrantItem","predicate":["feature:bomber"],"uuid":"Compendium.pf2e.classfeatures.8QAFgy9U8PxEa7Dw"},{"flag":"fieldDiscoveryChirurgeon","key":"GrantItem","predicate":["feature:chirurgeon"],"uuid":"Compendium.pf2e.classfeatures.qC0Iz6SlG2i9gv6g"},{"flag":"fieldDiscoveryMutagenist","key":"GrantItem","predicate":["feature:mutagenist"],"uuid":"Compendium.pf2e.classfeatures.V4Jt7eDnJBLv5bDj"},{"flag":"fieldDiscoveryToxicologist","key":"GrantItem","predicate":["feature:toxicologist"],"uuid":"Compendium.pf2e.classfeatures.6zo2PJGYoig7nFpR"}],"slug":"field-discovery","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"96c93MrQM5KHG8t9","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7JK2a1D3VeWDcObo"}},"img":"systems/pf2e/icons/features/classes/powerful-alchemy.webp","name":"Powerful Alchemy","sort":2000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Alchemical items you create on the fly are particularly potent. When you use @UUID[Compendium.pf2e.classfeatures.sPtl05wwTpqFI0lL] to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.</p>"},"level":{"value":5},"location":"QB3Flsf6OyQP3zOp","prerequisites":{"value":[]},"rules":[],"slug":"powerful-alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"4BrzG2LDIjxAiS7F","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7JbiaZ8bxODM5mzS"},"pf2e":{"grantedBy":{"id":"GdDbwVOi41SkuaGT","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/bomber.webp","name":"Bomber","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You specialize in explosions and other violent alchemical reactions. You start with the formulas for two common 1st-level alchemical bombs, in addition to your other formulas.</p>\n<p>Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of @UUID[Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L] to create your signature items using @UUID[Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I], you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.</p>\n<p>When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.8QAFgy9U8PxEa7Dw]{Field Discovery}<span style=\"float:right\">Level 5</span></h2>\n<p>When using Advanced Alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.DFQDtT1Van4fFEHi]{Perpetual Infusions}<span style=\"float:right\">Level 7</span></h2>\n<p>You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using @UUID[Compendium.pf2e.classfeatures.sPtl05wwTpqFI0lL] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.</p>\n<p>Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.</p>\n<p>Choose two 1st-level bombs.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.8rEVg03QJ71ic3PP]{Perpetual Potency}<span style=\"float:right\">Level 11</span></h2>\n<p>Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>The moderate versions of the bombs you chose for perpetual infusions.</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.RGs4uR3CAvgbtBAA]{Greater Field Discovery}<span style=\"float:right\">Level 13</span></h2>\n<p>You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have @UUID[Compendium.pf2e.feats-srd.gyVcJfZTmBytLsXq].</p>\n<h2 class=\"title\">@UUID[Compendium.pf2e.classfeatures.xO90iBD8XNGyaCkz]{Perpetual Perfection}<span style=\"float:right\">Level 17</span></h2>\n<p>You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.</p>\n<p>The greater versions of the bombs you chose for perpetual infusions.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"Note","predicate":["alchemical","bomb","splash"],"selector":"strike-damage","text":"You can deal splash damage to only your primary target instead of the usual splash area.","title":"{item|name}"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.alchemist","value":{"fieldDiscovery":"Compendium.pf2e.classfeatures.8QAFgy9U8PxEa7Dw","greaterFieldDiscovery":"Compendium.pf2e.classfeatures.RGs4uR3CAvgbtBAA","perpetualInfusions":"Compendium.pf2e.classfeatures.DFQDtT1Van4fFEHi","perpetualPerfection":"Compendium.pf2e.classfeatures.xO90iBD8XNGyaCkz","perpetualPotency":"Compendium.pf2e.classfeatures.8rEVg03QJ71ic3PP"}}],"slug":"bomber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"AJb2WiarJbeylVf0","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K"},"pf2e":{"grantedBy":{"id":"KpYvOrnusL4VWzVT","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Alchemical Crafting","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"trained in Crafting"}]},"rules":[],"slug":"alchemical-crafting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9lAgv9Z9x1D8faJb","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L"},"pf2e":{"grantedBy":{"id":"KpYvOrnusL4VWzVT","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/infused-reagents.webp","name":"Infused Reagents","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.</p>\n<p>As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.crafting.infusedReagents.max","predicate":["class:alchemist"],"value":"@actor.level + floor((@actor.abilities.int.value - 10) / 2)"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.crafting.infusedReagents.max","predicate":[{"not":"class:alchemist"}],"value":"@actor.level"}],"slug":"infused-reagents","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"TyB21z3L6MbOH7PJ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I"},"pf2e":{"grantedBy":{"id":"KpYvOrnusL4VWzVT","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/advanced-alchemy.webp","name":"Advanced Alchemy","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>During your daily preparations, after producing new @UUID[Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L], you can spend batches of those infused reagents to create infused alchemical items.</p>\n<p>You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements.</p>\n<p>Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item.</p>\n<p>These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"craftableItems":["item:trait:alchemical"],"isAlchemical":true,"isDailyPrep":true,"key":"CraftingEntry","label":"PF2E.TraitAlchemist","maxItemLevel":"@actor.level","predicate":["class:alchemist"],"preparedFormulas":[{"itemUUID":"Compendium.pf2e.equipment-srd.SgtqZxt26BdjUmEB","quantity":3},{"itemUUID":"Compendium.pf2e.equipment-srd.gWr4q4HiyGhETA8H","quantity":3},{"itemUUID":"Compendium.pf2e.equipment-srd.T4ouD4mVFHA3EHs6","quantity":2},{"itemUUID":"Compendium.pf2e.equipment-srd.3Klm2gPmzOw6ntVb","quantity":2},{"itemUUID":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co","quantity":2},{"itemUUID":"Compendium.pf2e.equipment-srd.nVvH1ZcM7OwIVIs8","quantity":3},{"itemUUID":"Compendium.pf2e.equipment-srd.cuomhpenkqGM5lLG","quantity":2}],"selector":"alchemist"}],"slug":"advanced-alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"x7bim6FkfmEydmS3","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.yzNJgwzV9XqEhKc6"},"pf2e":{"grantedBy":{"id":"P3dC2LViGUzwKPog","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Quick Alchemy","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p><strong>Cost</strong> 1 batch of infused reagents</p>\n<p><strong>Requirements</strong> You have the formula for the alchemical item you're creating, and you're either holding or wearing the @UUID[Compendium.pf2e.equipment-srd.4ftXXUCBHcf4b0MH].</p>\n<hr />\n<p>You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.</p>"},"requirements":{"value":""},"rules":[],"slug":"quick-alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist","manipulate"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"P3dC2LViGUzwKPog","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.sPtl05wwTpqFI0lL"},"pf2e":{"grantedBy":{"id":"KpYvOrnusL4VWzVT","onDelete":"cascade"},"itemGrants":{"quickAlchemy":{"id":"x7bim6FkfmEydmS3","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/quick-alchemy.webp","name":"Quick Alchemy","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the @UUID[Compendium.pf2e.actionspf2e.yzNJgwzV9XqEhKc6] action.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"quickAlchemy","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.yzNJgwzV9XqEhKc6"}],"slug":"quick-alchemy","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"3erTXnKrPuTIiner","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.8QAFgy9U8PxEa7Dw"},"pf2e":{"grantedBy":{"id":"KvD8UGQa4xMfz6FX","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/field-discovery-bomber.webp","name":"Field Discovery (Bomber)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You learn a special discovery depending on your field.</p>\n<p>When using @UUID[Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I] to make bombs during your daily preparations, you can use a batch of @UUID[Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L]{reagents} to create any three bombs instead of just two of the same bomb.</p>"},"level":{"value":5},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"system.crafting.entries.alchemist.fieldDiscovery","phase":"beforeDerived","value":["item:base:alchemical-bomb"]}],"slug":"field-discovery-bomber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["alchemist"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"SWDmYy7IPjwXo7k8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.SgtqZxt26BdjUmEB"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/acid-flask.webp","name":"Acid Flask (Moderate)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":1},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"acid","dice":1,"die":"","persistent":{"faces":6,"number":2,"type":"acid"}},"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Strike</p>\n<p>This flask filled with corrosive acid deals 1 acid damage, 2d6 persistent acid damage, and 2 acid splash damage. You gain a +1 item bonus to attack rolls.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":10}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":3,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"acid-flask-moderate","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":2},"stackGroup":null,"strikingRune":{"value":null},"temporary":true,"traits":{"rarity":"common","value":["acid","alchemical","bomb","consumable","splash","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"G7T6GiTUSDgTA7lE","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.gWr4q4HiyGhETA8H"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/alchemists-fire.webp","name":"Alchemist's Fire (Moderate)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":1},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"fire","dice":2,"die":"d8","persistent":{"faces":null,"number":2,"type":"fire"}},"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Strike</p>\n<p>Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage. You gain a +1 item bonus to attack rolls.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":10}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":3,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"alchemists-fire-moderate","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":2},"stackGroup":null,"strikingRune":{"value":null},"temporary":true,"traits":{"rarity":"common","value":["alchemical","bomb","consumable","fire","splash","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"OKKRsRKf74yhjqyc","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.T4ouD4mVFHA3EHs6"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/bombers-eye-elixir.webp","name":"Bomber's Eye Elixir (Lesser)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover by 1.</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":4},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":14}},"quantity":2,"rules":[],"size":"med","slug":"bombers-eye-elixir-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"temporary":true,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"lQY82142jFGE9VKj","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3Klm2gPmzOw6ntVb"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/comprehension-elixir.webp","name":"Comprehension Elixir (Lesser)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages-you still need to attempt a skill check to Decipher Writing. The duration is 1 minute.</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":7}},"quantity":2,"rules":[],"size":"med","slug":"comprehension-elixir-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"temporary":true,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","mental","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"wMnW5MPmQpNwjTVO","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"3d6+6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":2,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"temporary":true,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"C63BIrCeL01z3R7Z","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.nVvH1ZcM7OwIVIs8"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/frost-vial.webp","name":"Frost Vial (Moderate)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":1},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"cold","dice":2,"die":"d6"},"description":{"value":"<p>The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.</p>\n<p>You gain a +1 item bonus to attack rolls, the bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a -10-foot penalty.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.dv0IKm5syOdP759w]</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":10}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":3,"range":20,"reload":{"value":"-"},"rules":[{"key":"Note","selector":"{item|_id}-damage","text":"PF2E.BombNotes.FrostVial.Moderate.success"}],"size":"med","slug":"frost-vial-moderate","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":2},"stackGroup":null,"strikingRune":{"value":""},"temporary":true,"traits":{"rarity":"common","value":["alchemical","bomb","cold","consumable","splash","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"4auQpA1SvlZ38aoF","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.cuomhpenkqGM5lLG"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/infiltrators-elixir.webp","name":"Infiltrator's Elixir","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Favored by spies and tricksters, an infiltrator's elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren't a humanoid, you might take on a form more similar to your own, at the GM's discretion. The creator of the elixir decides the basics of the appearance you transform into when you imbibe the elixir, including eye color, skin tone, and hair color. The elixir can't change your form into that of a specific person.</p>\n<p>After the form takes hold, you retain it for the next 10 minutes. Drinking this elixir counts as setting up a disguise to Impersonate. You gain a +4 status bonus to your Deception DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained.</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":6}},"quantity":2,"rules":[],"size":"med","slug":"infiltrators-elixir","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"temporary":true,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","polymorph","infused"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"KMBr6eygxOMdhDqn","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.sQfjTMDaZbT9DThq"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/goblin.svg","name":"Goblin","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","dwarven","gnoll","gnomish","halfling","orcish"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"int","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big.</em></p>\n<hr />\n<p>Goblins have a reputation as simple creatures who love songs, fire, and eating disgusting things and who hate reading, dogs, and horses—and there are a great many for whom this description fits perfectly. However, great changes have come to goblinkind, and more and more goblins resist conformity to these stereotypes. Even among goblins that are more worldly, many still exemplify their old ways in some small manner, just to a more sensible degree. Some goblins remain deeply fascinated with fire or fearlessly devour a meal that might turn others' stomachs. Others are endless tinkerers and view their companions' trash as the components of gadgets yet to be made.</p>\n<p>Though goblins' culture has splintered radically, their reputation has changed little. As such, goblins who travel to larger cities are frequently subjected to derision, and many work twice as hard at proving their worth.</p>\n<p>If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to prove that you have a place among other civilized peoples, perhaps even to yourself.</li>\n<li>Fight tooth and nail—sometimes literally—to protect yourself and your friends from danger.</li>\n<li>Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Work to ensure you don't accidentally (or intentionally) set too many things on fire.</li>\n<li>Assume you can't—or won't—read.</li>\n<li>Wonder how you survive given your ancestry's typical gastronomic choices, reckless behavior, and love of fire.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.</p>\n<p>Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.</p>\n<h2>Society</h2>\n<p>Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. As new threats rise across the Inner Sea region, many tribal elders have put aside their reckless ways in the hope of forging alliances that offer their people a greater chance at survival. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.</p>\n<p>Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as 'longshanks,' won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. However, their attitude as a people is changing rapidly, and their short lifespans and poor memories help them adapt quickly.</p>\n<h2>Alignment and Religion</h2>\n<p>Even well-intentioned goblins have trouble following the rules, meaning they're rarely lawful. Most goblin adventurers are chaotic neutral or chaotic good. Organized worship confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating. Longshanks might have books upon books about the structures of divinity, but to a goblin, anything can be a god if you want it to. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean.</p>\n<h2>Adventurers</h2>\n<p>To some degree, almost every goblin is an adventurer, surviving life on the edge using skill and wits. Goblins explore and hunt for treasures by nature, though some become true adventurers in their own rights, often after being separated from their group or tribe.</p>\n<p>Goblins often have the acrobat, criminal, entertainer, gladiator, hunter, and street urchin backgrounds. Consider playing an alchemist, since many goblins love fire, or a bard, since many goblins love songs. As scrappy survivors, goblins are often rogues who dart about the shadows, though their inherently charismatic nature also draws them to the pursuit of magical classes such as sorcerer.</p>\n<h2>Names</h2>\n<p>Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier. Since there aren't any real traditions regarding naming in goblin culture, children often name themselves once they're old enough to do something resembling talking.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Goblin Mechanics</h2>\n<p><strong>Hit Points</strong> 6</p>\n<p><strong>Size</strong> Small</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Dexterity, Charisma, Free</p>\n<p><strong>Ability Flaw</strong> Wisdom</p>\n<p><strong>Languages</strong> Common, Goblin</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Darkvision</p>"},"flaws":{"0":{"value":["wis"]}},"hp":6,"items":{},"languages":{"custom":"","value":["common","goblin"]},"reach":5,"rules":[],"size":"sm","slug":"goblin","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["goblin","humanoid"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"WZ7bXpeneYHdwWJi","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.32oX6hHUY6K8N70Q"}},"img":"systems/pf2e/icons/features/ancestry/charhide-goblin.webp","name":"Charhide Goblin","sort":0,"system":{"ancestry":{"name":"Goblin","slug":"goblin","uuid":"Compendium.pf2e.ancestries.sQfjTMDaZbT9DThq"},"description":{"value":"<p>Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is @Check[type:flat|dc:10] instead of DC 15, which is reduced to @Check[type:flat|dc:5] if another creature uses a particularly appropriate action to help.</p>"},"rules":[{"key":"Resistance","type":"fire","value":"max(1,floor(@actor.level/2))"}],"slug":"charhide-goblin","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"jLyVnOLlmbvixz2p","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.4ftXXUCBHcf4b0MH"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/alchemists-tools.webp","name":"Alchemist's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"alchemists-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"Vo33iZMN55LBYXM1","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You need thieves' tools to @UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H]{Pick Locks} or @UUID[Compendium.pf2e.actionspf2e.cYdz2grcOcRt4jk6]{Disable Devices} (of some types) using the Thievery skill.</p>\n<p>If your thieves' tools are broken, you can repair them by replacing the lock picks with @UUID[Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44]{Replacement Picks} appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"thieves-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"IH78HcfvrjzbJiWd","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.gbwr57aT9ou8yKWT"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/wayfinder.webp","name":"Droven's Wayfinder","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass.</p>\n<p>An indentation in the middle of the <em>wayfinder</em> can hold a single <em>aeon stone</em>. Placing an <em>aeon stone</em> in this indentation provides you all the benefits of having the <em>aeon stone</em> orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a <em>wayfinder</em> and the <em>aeon stone</em> within it simultaneously, and they count as only one item toward your investiture limit. An invested <em>aeon stone</em> slotted in a <em>wayfinder</em> also grants its resonant power.</p>\n<p>If you have more than one <em>wayfinder</em> with an invested <em>aeon stone</em> on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional <em>aeon stones</em> orbiting your head, just not in <em>wayfinders</em>.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> command</p>\n<hr />\n<p><strong>Effect</strong> The <em>wayfinder</em> is targeted by a 1st-level <em>@UUID[Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4]</em> spell.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":28}},"quantity":1,"rules":[{"domain":"skill-check","key":"RollOption","option":"compass-in-possession","requiresEquipped":false}],"size":"med","slug":"wayfinder","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"uncommon","value":["evocation","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Fumbus (Level 5)","prototypeToken":{"name":"Fumbus","texture":{"src":"systems/pf2e/icons/iconics/Fumbus.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":56},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["int","wis","dex","con"],"5":["int","str","dex","con"]}}},"crafting":{"formulas":[{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.UqinuuCWePTYGhVO"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.AFR01HVd7DcZvkpP"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.7Y2yOr4ltpP2tyuL"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.3Klm2gPmzOw6ntVb"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.cuomhpenkqGM5lLG"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.SgtqZxt26BdjUmEB"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.gWr4q4HiyGhETA8H"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.nVvH1ZcM7OwIVIs8"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.T4ouD4mVFHA3EHs6"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.AqLxu3ir4UGzdOaz"},{"uuid":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"CN"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"crafting":{"infusedReagents":{"value":2}},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":2},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":1},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":2},"sur":{"rank":1},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["draconic","jotun","orcish","osiriani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.yU4m6Ameqs3NLsNH"}}}
{"_id":"yoAU5rWYH4KJGPr5","img":"systems/pf2e/icons/iconics/KyraFull.webp","items":[{"_id":"CpcTGfkN7cXZH1Ig","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.CAjQrHZZbALE7Qjy"}},"img":"systems/pf2e/icons/default-icons/mystery-man.svg","name":"Acolyte","sort":900000,"system":{"boosts":{"0":{"selected":"wis","value":["int","wis"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down you'll always carry within you the lessons you learned.</p>\n<p>Choose two ability boosts. One must be to <strong>Intelligence</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Religion skill and the Scribing Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.x7EMZNMavris2aHY] skill feat.</p>"},"items":{"1v9gz":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Student of the Canon","uuid":"Compendium.pf2e.feats-srd.x7EMZNMavris2aHY"}},"rules":[],"slug":"acolyte","source":{"value":""},"trainedLore":"Scribing","trainedSkills":{"value":["rel"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"kBIIC8bdbOLVo0GJ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.x7EMZNMavris2aHY"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Student of the Canon","sort":1000000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You've researched many faiths enough to recognize notions about them that are unlikely to be true.</p>\n<p>If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead.</p>\n<p>When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.</p>"},"level":{"value":1},"location":"CpcTGfkN7cXZH1Ig","prerequisites":{"value":[{"value":"trained in Religion"}]},"rules":[{"key":"Note","predicate":[{"or":["action:recall-knowledge","action:decipher-writing"]}],"selector":"religion","text":"When you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead.","title":"{item|name}"},{"key":"Note","predicate":[{"or":["action:recall-knowledge","your-faith"]}],"selector":"religion","text":"When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.","title":"{item|name}"}],"slug":"student-of-the-canon","source":{"value":""},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pX7qEBjjBx3G6Xbn","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Scribing Lore","sort":1100000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"mvGaltXtltEGYAZ6","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.RmiMUZlae6yGUyXY"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Haughty Obstinacy","sort":1200000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"haughty-obstinacy","source":{"value":""},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Z81ram2Iy3rw3Tfv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":1800000,"system":{"baseItem":null,"bulkCapacity":{"value":"4"},"collapsed":false,"containerId":null,"description":{"value":"<p>A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible</p>"},"equipped":{"carryType":"worn","inSlot":true,"invested":null},"equippedBulk":{"value":"0"},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"2"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"backpack","source":{"value":""},"stackGroup":null,"stowing":true,"traits":{"rarity":"common","value":[]},"usage":{"value":"wornbackpack"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"backpack"},{"_id":"qUeTbHUIBZ90W1tC","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":1900000,"system":{"baseItem":null,"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":"<p>50 feet of rope.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":5}},"quantity":1,"rules":[],"size":"med","slug":"rope","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"AeyVOdOygbZqdw8n","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":2000000,"system":{"baseItem":null,"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":"<p>When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":1,"rules":[],"size":"med","slug":"waterskin","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"Z1dgtn22iuyievPl","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":2100000,"system":{"baseItem":null,"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":""},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":10,"rules":[],"size":"med","slug":"chalk","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"9mCFAyPeIIwXjVFI","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":2200000,"system":{"baseItem":null,"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":"<p>Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time‑consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":5}},"quantity":1,"rules":[],"size":"med","slug":"flint-and-steel","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"xIJ0URfss9RcwoNc","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":2500000,"system":{"baseItem":null,"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":"<p>A rolled up bed.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"bedroll","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"QvagXxyvIs31BQnV","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":2600000,"system":{"baseItem":null,"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":"<p>Bar of soap.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":2}},"quantity":1,"rules":[],"size":"med","slug":"soap","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"ZckAiJkFMR6nApRF","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.MPcM4Wt6KmWE2kGL"}},"img":"systems/pf2e/icons/equipment/armor/chainshirt.webp","name":"Chain Shirt","sort":2700000,"system":{"armor":{"value":2},"baseItem":"chain-shirt","category":"light","check":{"value":-1},"containerId":null,"description":{"value":"<p>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.</p>"},"dex":{"value":3},"equipped":{"carryType":"worn","inSlot":true,"invested":null},"equippedBulk":{"value":"1"},"group":"chain","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"chain-shirt","source":{"value":""},"speed":{"value":0},"stackGroup":null,"strength":{"value":12},"traits":{"rarity":"common","value":["flexible","noisy"]},"usage":{"value":"wornarmor"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"JcT95fov0TZL02ll","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.plplsXJsqrdqNQVI"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/religious-symbol-wooden.webp","name":"Religious Symbol (Wooden)","sort":2900000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it.</p>"},"equipped":{"carryType":"worn","inSlot":true,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"religious-symbol-wooden","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"l92CdJEAMgSEkoIu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Minor)","sort":3000000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"potion"},"consume":{"value":"1d6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain [[/r 1d6[healing]]]{1d6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 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Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).</p>"},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"versatileHeritage","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.BStw1cANwx5baL6d"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.versatileHeritage}"}],"slug":"versatile-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"DurPjhfWlvM10hY4","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs"}},"img":"systems/pf2e/icons/spells/heal.webp","name":"Heal","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"value":"positive"},"value":"1d8"}}},"description":{"value":"<p>You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(verbal, somatic)</strong> The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8</p>\n<p><span class=\"pf2-icon\">3</span> <strong>(material, somatic, verbal)</strong> You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"56JUzOsJdjeF6GRF"},"materials":{"value":""},"overlays":{"37gy7l19tik74o4s":{"_id":"37gy7l19tik74o4s","name":"Heal (vs. Living)","overlayType":"override","sort":2,"system":{"components":{"somatic":true,"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"save":{"basic":"","value":""},"time":{"value":"2"}}},"7qdtetowq348s9oc":{"_id":"7qdtetowq348s9oc","overlayType":"override","sort":1,"system":{"components":{"somatic":true},"range":{"value":"touch"},"time":{"value":"1"}}},"7vbvdrv2cl87sqta":{"_id":"7vbvdrv2cl87sqta","overlayType":"override","sort":4,"system":{"area":{"type":"emanation","value":30},"components":{"material":true,"somatic":true,"verbal":true},"range":{"value":""},"target":{"value":"all living and undead creatures"},"time":{"value":"3"}}},"lfxcoz2d3f8j2zq1":{"_id":"lfxcoz2d3f8j2zq1","name":"Heal (vs. Undead)","overlayType":"override","sort":3,"system":{"components":{"somatic":true,"verbal":true},"range":{"value":"30 feet"},"spellType":{"value":"save"},"target":{"value":"1 undead"},"time":{"value":"2"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living creature or 1 undead"},"time":{"value":"1 to 3"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"kLkZD4D8ytiICNUQ","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"wis","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"sk1J1E6j6VlC8XyZ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"cdSGa5iukLVcL54p","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"quantity":1,"rules":[],"size":"med","slug":"healers-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"2fw3kXjUSk67nKek","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.izcxFQFwf3woCnFs"}},"img":"systems/pf2e/icons/spells/guidance.webp","name":"Guidance","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3qHKBDF7lrHw8jFK]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3LyOkV25p7wA181H]</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"guidance","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"custom":"","value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"EuXpzy4A4HWba1X8","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.XSujb7EsSwKl19Uu"}},"img":"systems/pf2e/icons/spells/bless.webp","name":"Bless","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":5},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet.</p>\n<p>Bless can counteract <em>@UUID[Compendium.pf2e.spells-srd.7ZinJNzxq0XF0oMx]</em>.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Gqy7K6FnbLtwGpud]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":true},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"bless","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"you and allies in the area"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"tOab4PzsNbtRkWlb","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.oJKZi8OQgmVXHOc0"}},"img":"systems/pf2e/icons/spells/fire-ray.webp","name":"Fire Ray","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"fire"},"value":"2d6"}}},"description":{"value":"<p>A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage.</p>\n<hr />\n<p><strong>Critical Success</strong> The ray deals double damage and [[/r 1d4[persistent,fire]]] damage.</p>\n<p><strong>Success</strong> The ray deals full damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The ray's initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"cCpv2On41fT9Ar9X"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"fire-ray","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["attack","cleric","fire"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"nQbJvc8Qj0L5UzcR","flags":{"core":{"sourceId":"Compendium.pf2e.deities.BNycwu3I21dTh4D9"}},"img":"systems/pf2e/icons/deity/Sarenrae.webp","name":"Sarenrae","sort":0,"system":{"ability":["con","wis"],"alignment":{"follower":["LG","NG","CG"],"own":"NG"},"category":"deity","description":{"value":"<p>Sarenrae is one of the most popular deities on Golarion by virtue of her association with the life-giving sun and her perpetual offer to help anyone be their best, even when they have made mistakes. Most people thank her for her kind work to channel the sun's power for everyone's safety and livelihood, and thank her clergy for granting her healing power to all who need it. Mortals look to the Dawnflower as an example of boundless love, exquisite kindness, and true patience. They pray to her to heal the sick, lift up the downtrodden, and illuminate darkness of circumstance as well as darkness of spirit. Her followers aspire to emulate her through generosity, nurturing, truthfulness, and selfless courage. They oppose evil everywhere with words first, and when necessary, with scimitar and flame.</p>\n<p><strong>Edicts</strong> destroy the Spawn of Rovagug, protect allies, provide aid to the sick and wounded, seek and allow redemption</p>\n<p><strong>Anathema</strong> create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil</p>\n<p><strong>Areas of Concern</strong> healing, honesty, redemption, and the sun</p>"},"domains":{"alternate":["repose"],"primary":["fire","healing","sun","truth"]},"font":["heal"],"rules":[],"skill":"med","slug":"sarenrae","source":{"value":"Pathfinder Core Rulebook"},"spells":{"1":"Compendium.pf2e.spells-srd.y6rAdMK6EFlV6U0t","3":"Compendium.pf2e.spells-srd.sxQZ6yqTn0czJxVd","4":"Compendium.pf2e.spells-srd.IarZrgCeaiUqOuRu"},"weapons":["scimitar"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"mmQagy8NfAKdbv7V","flags":{"core":{"sourceId":"Compendium.pf2e.classes.EizrWvUPMS67Pahd"}},"img":"systems/pf2e/icons/classes/cleric.webp","name":"Cleric","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"Deity's favored weapon","rank":1},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":"<p><em>Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity's favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.</em></p>\n<p><strong>Key Ability: WISDOM</strong></p>\n<p>At 1st level, your class gives you an ability boost to Wisdom.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Cleric</h1>\n<h2>During Combat Encounters...</h2>\n<p>If you're a warpriest, you balance between casting spells and attacking with weapons- typically the favored weapon of your deity. If you're a cloistered cleric, you primarily cast spells. Most of your spells can boost, protect, or heal your allies. Depending on your deity, you get extra spells to heal your allies or harm your enemies.</p>\n<h2>During Social Encounters...</h2>\n<p>You might make diplomatic overtures or deliver impressive speeches. Because you're wise, you also pick up on falsehoods others tell.</p>\n<h2>While Exploring...</h2>\n<p>You detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.</p>\n<h2>In Downtime...</h2>\n<p>You might perform services at a temple, travel to spread the word of your deity, research scripture, celebrate holy days, or even found a new temple.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Visit the temples and holy places sacred to your faith, and have an immediate affinity with other worshippers of your deity.</li>\n<li>Know the teachings of your religion's holy texts and how they apply to a dilemma.</li>\n<li>Cooperate with your allies, provided they don't ask you to go against divine will.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Find your devotion impressive, even if they don't understand it.</li>\n<li>Expect you to heal their wounds.</li>\n<li>Rely on you to interact with other religious figures.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Religion</p>\n<p>Trained in one skill determined by your choice of deity</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in the favored weapon of your deity. If your deity's favored weapon is uncommon, you also gain access to that weapon.</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Untrained in all armor, though your doctrine might alter this</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in divine spell attacks</p>\n<p>Trained in divine spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Cleric. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, deity, divine spellcasting, divine font, doctrine</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, second doctrine, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, alertness, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, general feat, skill increase, third doctrine</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, fourth doctrine, general feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, divine defense, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, fifth doctrine, general feat, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Final doctrine, general feat, miraculous spell, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, cleric feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Deity</h2>\n<p>As a cleric, you are a mortal servitor of a deity you revere above all others. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.</p>\n<p>Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.</p>\n<p>A list of all deities can be found in the Deities compendium.</p>\n<h3><strong>Anathema</strong></h3>\n<p>Acts fundamentally opposed to your deity's alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.</p>\n<p>If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>\n<h2>Divine Font</h2>\n<p>Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em> or <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between <em>heal</em> or <em>harm</em>. Once you choose, you can't change your choice short of an ethical shift or divine intervention.</p>\n<p><strong>Healing Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only <em>heal</em> spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>\n<p><strong>Harmful Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only <em>harm</em> spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>\n<h2>Divine Spellcasting</h2>\n<p>Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.</p>\n<p>At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access and learn via @UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW]. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3-9: Cleric Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a cleric. For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*†</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*†</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* Your divine font gives you additional <em>heal</em> or <em>harm</em> spells of this level. The number is equal to 1 + your Charisma modifier.\n<p>† The miraculous spell class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</p>\n</td>\n</tr>\n</tbody>\n</table>\n<h2>Doctrine</h2>\n<p>Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. The doctrines presented in this book are cloistered cleric and warpriest. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine's second, third, fourth, fifth, and final doctrines respectively.</p>\n<p>Doctrines can be found here (@UUID[Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF] and @UUID[Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp]).</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.</p>\n<h2>Cleric Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a cleric class feat.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.</p>\n<p>You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you're already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Alertness<span style=\"float:right\">Level 5</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Resolve<span style=\"float:right\">Level 9</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 11</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Divine Defense<span style=\"float:right\">Level 13</span></h2>\n<p>Your training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Miraculous Spell<span style=\"float:right\">Level 19</span></h2>\n<p>You're exalted by your deity and gain truly incredible spells. You gain a single 10th-level spell slot and can prepare a spell in that slot using divine spellcasting. You don't gain more 10th-level spells as you level up, though you can take the @UUID[Compendium.pf2e.feats-srd.QDjpZKOrWIV1G8XJ] feat to gain a second slot.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"5ydlu":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":9,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"765ut":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":3,"name":"Second Doctrine","uuid":"Compendium.pf2e.classfeatures.OnfrrwCfDFCFw0tc"},"7gkd0":{"img":"systems/pf2e/icons/features/classes/divine-font.webp","level":1,"name":"Divine Font","uuid":"Compendium.pf2e.classfeatures.gblTFUOgolqFS9v4"},"ckmdj":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":11,"name":"Fourth Doctrine","uuid":"Compendium.pf2e.classfeatures.o8nHreMyiLi64rZz"},"cwo2e":{"img":"systems/pf2e/icons/features/classes/deity.webp","level":1,"name":"Deity","uuid":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"dic6f":{"img":"systems/pf2e/icons/features/classes/divine-spellcasting.webp","level":1,"name":"Divine Spellcasting (Cleric)","uuid":"Compendium.pf2e.classfeatures.AvNbdGSOTWNRgcxs"},"ilsvf":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Doctrine","uuid":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"m28zo":{"img":"systems/pf2e/icons/features/classes/anathema(cleric).webp","level":1,"name":"Anathema (Cleric)","uuid":"Compendium.pf2e.classfeatures.UV1HlClbWCNcaKBZ"},"oj8f7":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"First Doctrine","uuid":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"ozqxv":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":5,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"r47we":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":15,"name":"Fifth Doctrine","uuid":"Compendium.pf2e.classfeatures.Zb7DuGbFoLEp0H1K"},"uzcka":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":7,"name":"Third Doctrine","uuid":"Compendium.pf2e.classfeatures.gxNxfN9OBlQ1icus"},"vmpzh":{"img":"systems/pf2e/icons/features/classes/miraculous-spell.webp","level":19,"name":"Miraculous Spell","uuid":"Compendium.pf2e.classfeatures.3uf31A91h3ywmlqm"},"vpn62":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":11,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"xe44z":{"img":"systems/pf2e/icons/features/classes/divine-defense.webp","level":13,"name":"Divine Defense","uuid":"Compendium.pf2e.classfeatures.0mJTp4LdEHBLInoe"},"z2puy":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":19,"name":"Final Doctrine","uuid":"Compendium.pf2e.classfeatures.urBGOPrUwBmkixAo"},"zrd25":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"}},"keyAbility":{"value":["wis"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.divine.rank","value":1}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"cleric","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":["rel"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"BC0hDSFqXvyhuhI2","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"pf2e":{"itemGrants":{"sarenrae":{"id":"f25fALRkgupZWgK4","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/deity.webp","name":"Deity (Sarenrae)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As a cleric, you are a mortal servitor of a deity you revere above all others. Information on deities can be found in the deities compendium, along with their alignments, areas of concern, and the benefits you get for being a cleric of that deity. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.</p>\n<p>Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.</p>"},"level":{"value":1},"location":"mmQagy8NfAKdbv7V","prerequisites":{"value":[]},"rules":[{"allowedDrops":{"label":"PF2E.SpecificRule.AllowedDrops.DeityOrPantheon","predicate":["item:type:deity",{"or":["item:category:deity","item:category:pantheon"]}]},"choices":{"itemType":"deity","pack":"pf2e.deities","query":"{\"$or\":[{\"system.category\":\"deity\"},{\"system.category\":\"pantheon\"}]}"},"flag":"deity","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Deity","selection":"Compendium.pf2e.deities.BNycwu3I21dTh4D9"},{"flag":"sarenrae","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.deity}"},{"baseType":"fist","category":"unarmed","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"group":"brawling","img":"systems/pf2e/icons/features/classes/powerful-fist.webp","key":"Strike","label":"PF2E.Weapon.Base.fist","predicate":["deity:primary:favored-weapon:fist"],"range":null,"slug":"fist","traits":["agile","finesse","nonlethal","unarmed"]},{"key":"ActiveEffectLike","mode":"upgrade","path":"flags.pf2e.favoredWeaponRank","predicate":["class:cleric"],"value":1}],"slug":"deity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8xvFicqe8s3TYuRN","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"pf2e":{"itemGrants":{"cloisteredCleric":{"id":"qrrkfRdCx6NIjIb6","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Doctrine","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine's second, third, fourth, fifth, and final doctrines respectively.</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp]</li>\n</ul>"},"level":{"value":1},"location":"mmQagy8NfAKdbv7V","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Cleric class feature","predicate":["item:level:1","item:trait:cleric","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},{"value":"Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp"}],"flag":"doctrine","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Cleric.Doctrine.Prompt","selection":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},{"flag":"cloisteredCleric","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.doctrine}"}],"slug":"doctrine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"23SErI6UguMapQXx","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.UV1HlClbWCNcaKBZ"}},"img":"systems/pf2e/icons/features/classes/anathema(cleric).webp","name":"Anathema (Cleric)","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Acts fundamentally opposed to your deity's alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.</p>\n<p>Casting spells with the evil trait is almost always anathema to good deities, and casting good spells is likewise anathema to evil deities; similarly, casting chaotic spells is anathema to lawful deities, and casting lawful spells is anathema to chaotic deities. A neutral cleric who worships a neutral deity isn't limited this way, but their alignment might change over time if they frequently cast spells or use abilities with a certain alignment. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], the goddess of death. For borderline cases, you and your GM determine which acts are anathema.</p>\n<p>If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>"},"level":{"value":1},"location":"mmQagy8NfAKdbv7V","prerequisites":{"value":[]},"rules":[],"slug":"anathema-cleric","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mbtTlqmXDymlrEiT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.gblTFUOgolqFS9v4"}},"img":"systems/pf2e/icons/features/classes/divine-font.webp","name":"Divine Font","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em> or <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> spells, depending on your deity. Once you choose, you can't change your choice short of an ethical shift or divine intervention.</p>\n<p><strong>Healing Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only <em>heal</em> spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>\n<p><strong>Harmful Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only <em>harm</em> spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>"},"level":{"value":1},"location":"mmQagy8NfAKdbv7V","prerequisites":{"value":[]},"rules":[],"slug":"divine-font","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"obE4Ux8RN0x2X0r1","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.AvNbdGSOTWNRgcxs"}},"img":"systems/pf2e/icons/features/classes/divine-spellcasting.webp","name":"Divine Spellcasting (Cleric)","sort":400,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.</p>\n<p>At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.</p>"},"level":{"value":1},"location":"mmQagy8NfAKdbv7V","prerequisites":{"value":[]},"rules":[],"slug":"divine-spellcasting-cleric","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"W26tDzoRAUm6Sm5C","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"pf2e":{"itemGrants":{"firstDoctrineCloisteredCleric":{"id":"VU7SUDcnG7885YeA","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"First Doctrine","sort":500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the first benefit of your doctrine:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn]{Cloistered Cleric}</li>\n<li>@UUID[Compendium.pf2e.classfeatures.xxkszluN9icAiTO4]{Warpriest}</li>\n</ul>"},"level":{"value":1},"location":"mmQagy8NfAKdbv7V","prerequisites":{"value":[]},"rules":[{"flag":"firstDoctrineCloisteredCleric","key":"GrantItem","predicate":["feature:cloistered-cleric"],"uuid":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn"},{"flag":"firstDoctrineWarpriest","key":"GrantItem","predicate":["feature:warpriest"],"uuid":"Compendium.pf2e.classfeatures.xxkszluN9icAiTO4"}],"slug":"first-doctrine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"f25fALRkgupZWgK4","flags":{"core":{"sourceId":"Compendium.pf2e.deities.BNycwu3I21dTh4D9"},"pf2e":{"grantedBy":{"id":"BC0hDSFqXvyhuhI2","onDelete":"cascade"}}},"img":"systems/pf2e/icons/deity/Sarenrae.webp","name":"Sarenrae","sort":0,"system":{"ability":["con","wis"],"alignment":{"follower":["LG","NG","CG"],"own":"NG"},"category":"deity","description":{"value":"<p>Sarenrae is one of the most popular deities on Golarion by virtue of her association with the life-giving sun and her perpetual offer to help anyone be their best, even when they have made mistakes. Most people thank her for her kind work to channel the sun's power for everyone's safety and livelihood, and thank her clergy for granting her healing power to all who need it. Mortals look to the Dawnflower as an example of boundless love, exquisite kindness, and true patience. They pray to her to heal the sick, lift up the downtrodden, and illuminate darkness of circumstance as well as darkness of spirit. Her followers aspire to emulate her through generosity, nurturing, truthfulness, and selfless courage. They oppose evil everywhere with words first, and when necessary, with scimitar and flame.</p>\n<p><strong>Edicts</strong> destroy the Spawn of Rovagug, protect allies, provide aid to the sick and wounded, seek and allow redemption</p>\n<p><strong>Anathema</strong> create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil</p>\n<p><strong>Areas of Concern</strong> healing, honesty, redemption, and the sun</p>"},"domains":{"alternate":["repose"],"primary":["fire","healing","sun","truth"]},"font":["heal"],"rules":[],"skill":"med","slug":"sarenrae","source":{"value":"Pathfinder Core Rulebook"},"spells":{"1":"Compendium.pf2e.spells-srd.y6rAdMK6EFlV6U0t","3":"Compendium.pf2e.spells-srd.sxQZ6yqTn0czJxVd","4":"Compendium.pf2e.spells-srd.IarZrgCeaiUqOuRu"},"weapons":["scimitar"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"qrrkfRdCx6NIjIb6","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},"pf2e":{"grantedBy":{"id":"8xvFicqe8s3TYuRN","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/cloistered-cleric.webp","name":"Cloistered Cleric","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You are a cleric of the cloth, focusing on divine magic and your connection to your deity's domains.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn]{First Doctrine (1st)}</strong> You gain the @UUID[Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN] cleric feat.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa]{Second Doctrine (3rd)}</strong> Your proficiency rank for Fortitude saves increases to expert.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.s8WEmc4GGZSHSC7q]{Third Doctrine (7th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.vxOf4LXZcqUG3P7a]{Fourth Doctrine (11th)}</strong> You gain expert proficiency with your deity's favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.n9W8MjjRgPpUTvWf]{Fifth Doctrine (15th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.DgGefatQ4v6xT6f9]{Final Doctrine (19th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.cleric","value":{"fifthDoctrine":"Compendium.pf2e.classfeatures.n9W8MjjRgPpUTvWf","finalDoctrine":"Compendium.pf2e.classfeatures.DgGefatQ4v6xT6f9","firstDoctrine":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn","fourthDoctrine":"Compendium.pf2e.classfeatures.vxOf4LXZcqUG3P7a","secondDoctrine":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa","thirdDoctrine":"Compendium.pf2e.classfeatures.s8WEmc4GGZSHSC7q"}}],"slug":"cloistered-cleric","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"btwUNQd9rG22GY38","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN"},"pf2e":{"grantedBy":{"id":"VU7SUDcnG7885YeA","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Domain Initiate (Fire)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics.</p>\n<p>Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up.</p>\n<p>Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.</p>"},"level":{"value":1},"location":null,"maxTakable":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1},{"choices":"system.details.deities.domains","flag":"domainInitiate","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.DeitysDomain","selection":"fire"}],"slug":"domain-initiate","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VU7SUDcnG7885YeA","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn"},"pf2e":{"grantedBy":{"id":"W26tDzoRAUm6Sm5C","onDelete":"cascade"},"itemGrants":{"domainInitiate":{"id":"btwUNQd9rG22GY38","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/cloistered-cleric.webp","name":"First Doctrine (Cloistered Cleric)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the @UUID[Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN] cleric feat.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"domainInitiate","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN"}],"slug":"first-doctrine-cloistered-cleric","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"TzNx7nOPZnIwu1qF","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BStw1cANwx5baL6d"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Armor Proficiency (Light)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat more than once. Each time, you become trained in the next type of armor above.</p>"},"level":{"value":1},"location":null,"maxTakable":3,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.heavy.rank","priority":41,"value":"max(min(1,@actor.system.martial.light.rank)*min(1,@actor.system.martial.medium.rank))"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","priority":41,"value":"min(1,@actor.system.martial.light.rank)"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.light.rank","priority":41,"value":1}],"slug":"armor-proficiency","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"}],"name":"Kyra (Level 1)","prototypeToken":{"name":"Kyra","texture":{"src":"systems/pf2e/icons/iconics/Kyra.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"bonusbulk":0,"hp":{"temp":0,"value":16},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"min":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["wis","str","dex","cha"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/icons/deity/Sarenrae.webp","value":"Saranrae"},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"min":1,"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{"light":{"rank":0}},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":1},"heroPoints":{"max":3,"value":1}},"saves":{"fortitude":{"rank":0,"value":0},"reflex":{"rank":0,"value":0},"will":{"rank":0,"value":0}},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":1},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":1},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["common","kelish"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.yoAU5rWYH4KJGPr5"}}}
{"_id":"z5u8KDovE01nMfhm","img":"systems/pf2e/icons/iconics/KyraFull.webp","items":[{"_id":"CpcTGfkN7cXZH1Ig","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.CAjQrHZZbALE7Qjy"}},"img":"systems/pf2e/icons/default-icons/mystery-man.svg","name":"Acolyte","sort":900000,"system":{"boosts":{"0":{"selected":"wis","value":["int","wis"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down you'll always carry within you the lessons you learned.</p>\n<p>Choose two ability boosts. One must be to <strong>Intelligence</strong> or <strong>Wisdom</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Religion skill and the Scribing Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.x7EMZNMavris2aHY] skill feat.</p>"},"items":{"1v9gz":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Student of the Canon","uuid":"Compendium.pf2e.feats-srd.x7EMZNMavris2aHY"}},"rules":[],"slug":"acolyte","source":{"value":""},"trainedLore":"Scribing","trainedSkills":{"value":["rel"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"kBIIC8bdbOLVo0GJ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.x7EMZNMavris2aHY"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Student of the Canon","sort":1000000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You've researched many faiths enough to recognize notions about them that are unlikely to be true.</p>\n<p>If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead.</p>\n<p>When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.</p>"},"level":{"value":1},"location":"CpcTGfkN7cXZH1Ig","prerequisites":{"value":[{"value":"trained in Religion"}]},"rules":[{"key":"Note","predicate":[{"or":["action:recall-knowledge","action:decipher-writing"]}],"selector":"religion","text":"When you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead.","title":"{item|name}"},{"key":"Note","predicate":[{"or":["action:recall-knowledge","your-faith"]}],"selector":"religion","text":"When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.","title":"{item|name}"}],"slug":"student-of-the-canon","source":{"value":""},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pX7qEBjjBx3G6Xbn","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Scribing Lore","sort":1100000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"mvGaltXtltEGYAZ6","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.RmiMUZlae6yGUyXY"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Haughty Obstinacy","sort":1200000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your powerful ego makes it harder for others to order you around. 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If the creature critically fails the save, it is also @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 round.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"disrupt-undead","source":{"value":""},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 undead creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["positive","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"IxkD320ojaqxH3Su","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4"}},"img":"systems/pf2e/icons/spells/light.webp","name":"Light","sort":4100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. 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The target loses the @UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1] condition, though it remains @UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf] at 0 Hit Points.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"stabilize","source":{"value":""},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 dying creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["positive","healing","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"IKIgxyywRsWG7Pza","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.8xRzLhwGL7Dgy3EZ"}},"img":"systems/pf2e/icons/spells/sanctuary.webp","name":"Sanctuary","sort":4400000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.</p>\n<hr /><strong>Critical Success</strong> Sanctuary ends.\n<p><strong>Success</strong> The creature can attempt its attack and any other attacks against the target this turn.</p>\n<p><strong>Failure</strong> The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.</p>\n<p><strong>Critical Failure</strong> The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"sanctuary","source":{"value":""},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"56JUzOsJdjeF6GRF","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Font","sort":4800000,"system":{"ability":{"value":"wis"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{"0":false,"1":false,"2":false,"3":false},"prepared":{"value":"prepared"},"proficiency":{"value":1},"rules":[],"showSlotlessLevels":{"value":false},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":4,"prepared":{"0":{"id":"EjaZK2YL8pbiA4Be"},"1":{"id":"EjaZK2YL8pbiA4Be"},"2":{"id":"EjaZK2YL8pbiA4Be"},"3":{"id":"EjaZK2YL8pbiA4Be"}},"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":21,"item":0,"mod":4,"value":11},"tradition":{"value":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"cCpv2On41fT9Ar9X","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Focus Spells","sort":4700000,"system":{"ability":{"value":"wis"},"attack":{"breakdown":"Wisdom +4, Trained +7","name":"Focus Spells","notes":[],"totalModifier":11,"value":11},"autoHeightenLevel":{"value":null},"dc":{"breakdown":"Base Spell DC 10, Wisdom +4, Trained +7","name":"Focus Spells","notes":[],"totalModifier":11,"value":21},"description":{"value":""},"displayLevels":{},"prepared":{"value":"focus"},"proficiency":{"value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":0,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":0,"prepared":[],"value":0},"slot3":{"max":0,"prepared":[],"value":0},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":21,"item":0,"mod":4,"value":11},"tradition":{"value":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"SH7AMTVe3kndf70I","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.zYhcEX4JnrZ08HfV"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Healing Hands","sort":5000000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your positive energy is even more vibrant and restorative. When you cast <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em>, you roll d10s instead of d8s.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[{"value":"healing font"}]},"rules":[{"key":"DamageDice","override":{"dieSize":"d10"},"predicate":["item:slug:heal"],"selector":"spell-damage"}],"slug":"healing-hands","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"BgqrGVcqOnK5WJmD","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.KpFetnUqTiweypZk"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Group Impression","sort":5200000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Diplomacy"}]},"rules":[],"slug":"group-impression","source":{"value":""},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0cj4yxFbmLXwZh2R","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.YMQr577asquZIP65"}},"img":"systems/pf2e/icons/equipment/armor/scale-mail.webp","name":"Scale Mail","sort":5400000,"system":{"armor":{"value":3},"baseItem":"scale-mail","category":"medium","check":{"value":-2},"containerId":null,"description":{"value":"<p>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.</p>"},"dex":{"value":2},"equipped":{"carryType":"worn","inSlot":true,"invested":null},"equippedBulk":{"value":"2"},"group":"composite","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potency":{},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":4}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"scale-mail","source":{"value":""},"speed":{"value":-5},"stackGroup":null,"strength":{"value":14},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"3"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"E9tmtrGXFXxwz98S","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.yHujiDQPdtXW797e"}},"img":"systems/pf2e/icons/spells/spirit-link.webp","name":"Spirit Link","sort":5800000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.</p>\n<p>This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The number of Hit Points transferred each time increases by 2.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"spirit-link","source":{"value":""},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["healing"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"mT8WbFaOwbuwKHLD","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.9HpwDN4MYQJnW0LG"}},"img":"systems/pf2e/icons/spells/dispel-magic.webp","name":"Dispel Magic","sort":5900000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":true},"level":{"value":2},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"dispel-magic","source":{"value":""},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 spell effect or unattended magic item"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"WJhy2PmLhzIo1XYx","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Fq9yCbqI2RDt6Orw"}},"img":"systems/pf2e/icons/spells/spiritual-weapon.webp","name":"Spiritual Weapon","sort":6000000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"force"},"value":"1d8"}}},"description":{"value":"<p>A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity's favored weapon.</p>\n<p>When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.</p>\n<p>The weapon's Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth.</p>\n<p>The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> The weapon's damage increases by 1d8.</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":2,"type":"interval"},"level":{"value":2},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"spiritual-weapon","source":{"value":""},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"rLmwLnixAMqShWQi","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lwLcUHQMOqfaNND4"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cooperative Nature","sort":6200000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[],"slug":"cooperative-nature","source":{"value":""},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"MVtczKRKPyC2qkp6","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.yExxOkHN1PN37hUa"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Communal Healing","sort":6300000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You're a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries.</p>\n<p>When you cast the <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em> spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell.</p>"},"level":{"value":2},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"communal-healing","source":{"value":""},"traits":{"rarity":"common","value":["cleric","healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xoHrPONRhiDG560F","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.8c61nOIr5AM3KxZi"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ward Medic","sort":6400000,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You've studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you're a master in Medicine, you can treat up to four targets, and if you're legendary, you can treat up to eight targets.</p>"},"level":{"value":2},"location":"skill-4","prerequisites":{"value":[{"value":"expert in Medicine"}]},"rules":[],"slug":"ward-medic","source":{"value":""},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"lIHnEhLLZppQB2eW","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":6600000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"potion"},"consume":{"value":"3d6+6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"held","handsHeld":1},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"vyDjyl0hc7h2W6Zi","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.SnaLVgxZ9ryUFmUr"}},"img":"systems/pf2e/icons/spells/restoration.webp","name":"Restoration","sort":6800000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.</p>\n<ul>\n<li><strong>Lessen a Toxin</strong> Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.</li>\n<li><strong>Reduce a Condition</strong> Reduce the value of the target's @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm], @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7], or @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg] condition by 2. You can instead reduce two of the listed conditions by 1 each.</li>\n</ul>\n<hr />\n<p><strong>Heightened (4th)</strong> Add @UUID[Compendium.pf2e.conditionitems.4D2KBtexWXa6oUMR] to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's @UUID[Compendium.pf2e.conditionitems.3uh1r86TzbQvosxv] value by 1. You can't use this to reduce a permanent Doomed condition.</p>\n<p><strong>Heightened (6th)</strong> As the 4th-level restoration, but you can reduce a permanent Doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"restoration","source":{"value":""},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1 minute"},"traditions":{"value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["healing"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"E9uNTjuNWoW2jICz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.KqvqNAfGIE5a9wSv"}},"img":"systems/pf2e/icons/spells/heroism.webp","name":"Heroism","sort":6900000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> The status bonus increases to +2.</p>\n<p><strong>Heightened (9th)</strong> The status bonus increases to +3.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.l9HRQggofFGIxEse]</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heroism","source":{"value":""},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"LPIGVFU3rjDEYy6c","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.DyiD239dNS7RIxZE"}},"img":"systems/pf2e/icons/spells/searing-light.webp","name":"Searing Light","sort":7000000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"fire"},"value":"5d6"}}},"description":{"value":"<p>You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage.</p>\n<p>If the light passes through an area of magical darkness or targets a creature affected by magical darkness, <em>searing light</em> attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes double fire damage, as well as double good damage if a fiend or undead.</p>\n<p><strong>Success</strong> The target takes full damage</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6.</p>\n<p>[[/r ((@item.level*2)-1)d6[good]]]{Leveled Good Damage}</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":true},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":3},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[{"damageType":"good","diceNumber":"(@spell.level*2)-1","dieSize":"d6","key":"DamageDice","predicate":[{"or":["target:trait:fiend","target:trait:undead"]}],"selector":"{item|_id}-damage"}],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"searing-light","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["divine","primal"]},"traits":{"rarity":"common","value":["attack","fire","good","light"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"5dXC7C0P00Maikz5","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":2300000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":""},"equipped":{"carryType":"stowed","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":4}},"quantity":2,"rules":[],"size":"med","slug":"rations","source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"uf56d89swvfi57pa","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{}}},"img":"systems/pf2e/icons/features/ancestry/versatile-heritage.webp","name":"Versatile Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).</p>"},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"versatileHeritage","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.BStw1cANwx5baL6d"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.versatileHeritage}"}],"slug":"versatile-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"gefm02cfwevwxlop","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"pf2e":{"itemGrants":{}}},"img":"systems/pf2e/icons/features/classes/deity.webp","name":"Deity (Sarenrae)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As a cleric, you are a mortal servitor of a deity you revere above all others. Information on deities can be found in the deities compendium, along with their alignments, areas of concern, and the benefits you get for being a cleric of that deity. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.</p>\n<p>Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.</p>"},"level":{"value":1},"location":"ccovmdlj50ntkzp7","prerequisites":{"value":[]},"rules":[{"allowedDrops":{"predicate":["item:type:deity"]},"choices":{"itemType":"deity","pack":"pf2e.deities","query":"{}"},"flag":"deity","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Deity","selection":"Compendium.pf2e.deities.BNycwu3I21dTh4D9"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.deity}"},{"baseType":"fist","category":"unarmed","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"group":"brawling","img":"systems/pf2e/icons/features/classes/powerful-fist.webp","key":"Strike","label":"PF2E.Weapon.Base.fist","predicate":["deity:primary:favored-weapon:fist"],"range":null,"slug":"fist","traits":["agile","finesse","nonlethal","unarmed"]},{"key":"ActiveEffectLike","mode":"upgrade","path":"flags.pf2e.favoredWeaponRank","predicate":["class:cleric"],"value":1}],"slug":"deity","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"bgk2cegrl9eupw49","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"pf2e":{"itemGrants":{"doctrine":{"id":"hxdopywexz7g0wg2"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Doctrine","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine's second, third, fourth, fifth, and final doctrines respectively.</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp]</li>\n</ul>"},"level":{"value":1},"location":"ccovmdlj50ntkzp7","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Cleric class feature","predicate":["item:level:1","item:trait:cleric","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},{"value":"Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp"}],"flag":"doctrine","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Cleric.Doctrine.Prompt","selection":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.doctrine}"}],"slug":"doctrine","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"l3g2brkvi7j0owlb","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.UV1HlClbWCNcaKBZ"}},"img":"systems/pf2e/icons/features/classes/anathema(cleric).webp","name":"Anathema (Cleric)","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Acts fundamentally opposed to your deity's alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.</p>\n<p>Casting spells with the evil trait is almost always anathema to good deities, and casting good spells is likewise anathema to evil deities; similarly, casting chaotic spells is anathema to lawful deities, and casting lawful spells is anathema to chaotic deities. A neutral cleric who worships a neutral deity isn't limited this way, but their alignment might change over time if they frequently cast spells or use abilities with a certain alignment. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], the goddess of death. For borderline cases, you and your GM determine which acts are anathema.</p>\n<p>If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>"},"level":{"value":1},"location":"ccovmdlj50ntkzp7","prerequisites":{"value":[]},"rules":[],"slug":"anathema-cleric","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"08dksn5uak0is7uh","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.gblTFUOgolqFS9v4"}},"img":"systems/pf2e/icons/features/classes/divine-font.webp","name":"Divine Font","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em> or <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> spells, depending on your deity. Once you choose, you can't change your choice short of an ethical shift or divine intervention.</p>\n<p><strong>Healing Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only<em>heal</em>spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>\n<p><strong>Harmful Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only<em>harm</em>spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>"},"level":{"value":1},"location":"ccovmdlj50ntkzp7","prerequisites":{"value":[]},"rules":[],"slug":"divine-font","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"euesm2dnowp9tv5n","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.AvNbdGSOTWNRgcxs"}},"img":"systems/pf2e/icons/features/classes/divine-spellcasting.webp","name":"Divine Spellcasting (Cleric)","sort":400,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.</p>\n<p>At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.</p>"},"level":{"value":1},"location":"ccovmdlj50ntkzp7","prerequisites":{"value":[]},"rules":[],"slug":"divine-spellcasting-cleric","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"a0gq62jhulh7b76p","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"pf2e":{"itemGrants":{"firstDoctrine":{"id":"tne20958dcn8vum2"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"First Doctrine","sort":500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the first benefit of your doctrine:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.xxkszluN9icAiTO4]</li>\n</ul>"},"level":{"value":1},"location":"ccovmdlj50ntkzp7","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","predicate":["feature:cloistered-cleric"],"uuid":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn"},{"key":"GrantItem","predicate":["feature:warpriest"],"uuid":"Compendium.pf2e.classfeatures.xxkszluN9icAiTO4"}],"slug":"first-doctrine","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ozq900kpd2fukcmk","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.OnfrrwCfDFCFw0tc"},"pf2e":{"itemGrants":{"secondDoctrine":{"id":"5wwog22yqeymkoih"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Second Doctrine","sort":1800,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the second benefit of your doctrine:</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa]{Cloistered Cleric}</li>\n<li>@UUID[Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX]{Warpriest}</li>\n</ul>"},"level":{"value":3},"location":"ccovmdlj50ntkzp7","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","predicate":["feature:cloistered-cleric"],"uuid":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa"},{"key":"GrantItem","predicate":["feature:warpriest"],"uuid":"Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX"}],"slug":"second-doctrine","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"f5d2li58804kyyia","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"}},"img":"systems/pf2e/icons/features/classes/alertness.webp","name":"Alertness","sort":3500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.</p>"},"level":{"value":5},"location":"ccovmdlj50ntkzp7","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.perception.rank","value":2}],"slug":"alertness","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ccovmdlj50ntkzp7","flags":{"core":{"sourceId":"Compendium.pf2e.classes.EizrWvUPMS67Pahd"},"pf2e":{"insertedClassFeaturesLevel":5}},"img":"systems/pf2e/icons/classes/cleric.webp","name":"Cleric","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"Deity's favored weapon","rank":1},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":1},"description":{"value":"<p><em>Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity's favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.</em></p>\n<p><strong>Key Ability: WISDOM</strong></p>\n<p>At 1st level, your class gives you an ability boost to Wisdom.</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Cleric</h1>\n<h2>During Combat Encounters...</h2>\n<p>If you're a warpriest, you balance between casting spells and attacking with weapons- typically the favored weapon of your deity. If you're a cloistered cleric, you primarily cast spells. Most of your spells can boost, protect, or heal your allies. Depending on your deity, you get extra spells to heal your allies or harm your enemies.</p>\n<h2>During Social Encounters...</h2>\n<p>You might make diplomatic overtures or deliver impressive speeches. Because you're wise, you also pick up on falsehoods others tell.</p>\n<h2>While Exploring...</h2>\n<p>You detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.</p>\n<h2>In Downtime...</h2>\n<p>You might perform services at a temple, travel to spread the word of your deity, research scripture, celebrate holy days, or even found a new temple.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Visit the temples and holy places sacred to your faith, and have an immediate affinity with other worshippers of your deity.</li>\n<li>Know the teachings of your religion's holy texts and how they apply to a dilemma.</li>\n<li>Cooperate with your allies, provided they don't ask you to go against divine will.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Find your devotion impressive, even if they don't understand it.</li>\n<li>Expect you to heal their wounds.</li>\n<li>Rely on you to interact with other religious figures.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Religion</p>\n<p>Trained in one skill determined by your choice of deity</p>\n<p>Trained in a number of additional skills equal to 2 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in the favored weapon of your deity. If your deity's favored weapon is uncommon, you also gain access to that weapon.</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Untrained in all armor, though your doctrine might alter this</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in divine spell attacks</p>\n<p>Trained in divine spell DCs</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Cleric. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, deity, divine spellcasting, divine font, doctrine</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, second doctrine, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, alertness, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, general feat, skill increase, third doctrine</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, fourth doctrine, general feat, lightning reflexes, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, divine defense, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, fifth doctrine, general feat, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Cleric feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>Final doctrine, general feat, miraculous spell, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, cleric feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Deity</h2>\n<p>As a cleric, you are a mortal servitor of a deity you revere above all others. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.</p>\n<p>Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.</p>\n<p>A list of all deities can be found in the Deities compendium.</p>\n<h3><strong>Anathema</strong></h3>\n<p>Acts fundamentally opposed to your deity's alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.</p>\n<p>If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>\n<h2>Divine Font</h2>\n<p>Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em> or <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between <em>heal</em> or <em>harm</em>. Once you choose, you can't change your choice short of an ethical shift or divine intervention.</p>\n<p><strong>Healing Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only <em>heal</em> spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>\n<p><strong>Harmful Font</strong> You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only <em>harm</em> spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.</p>\n<h2>Divine Spellcasting</h2>\n<p>Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.</p>\n<p>At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.</p>\n<p>As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3-9: Cleric Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a cleric. For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2*</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3*</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*†</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*†</td>\n</tr>\n<tr>\n<td style=\"color: white; width: 120px; background-color: #522e2c; text-align: center; height: 25px;\" colspan=\"12\">* Your divine font gives you additional <em>heal</em> or <em>harm</em> spells of this level. The number is equal to 1 + your Charisma modifier.\n<p>† The miraculous spell class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</p></td>\n</tr>\n</tbody>\n</table>\n<h2>Doctrine</h2>\n<p>Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. The doctrines presented in this book are cloistered cleric and warpriest. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine's second, third, fourth, fifth, and final doctrines respectively.</p>\n<p>Doctrines can be found here (@UUID[Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF]{Cloistered Cleric} and @UUID[Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp]{Warpriest}).</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.</p>\n<h2>Cleric Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a cleric class feat.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.</p>\n<p>You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you're already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Alertness<span style=\"float: right;\">Level 5</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Resolve<span style=\"float: right;\">Level 9</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.</p>\n<h2>Lightning Reflexes<span style=\"float: right;\">Level 11</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Divine Defense<span style=\"float: right;\">Level 13</span></h2>\n<p>Your training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Miraculous Spell<span style=\"float: right;\">Level 19</span></h2>\n<p>You're exalted by your deity and gain truly incredible spells. You gain a single 10th-level spell slot and can prepare a spell in that slot using divine spellcasting. You don't gain more 10th-level spells as you level up, though you can take the @UUID[Compendium.pf2e.feats-srd.QDjpZKOrWIV1G8XJ] feat to gain a second slot.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"5ydlu":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":9,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"765ut":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":3,"name":"Second Doctrine","uuid":"Compendium.pf2e.classfeatures.OnfrrwCfDFCFw0tc"},"7gkd0":{"img":"systems/pf2e/icons/features/classes/divine-font.webp","level":1,"name":"Divine Font","uuid":"Compendium.pf2e.classfeatures.gblTFUOgolqFS9v4"},"ckmdj":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":11,"name":"Fourth Doctrine","uuid":"Compendium.pf2e.classfeatures.o8nHreMyiLi64rZz"},"cwo2e":{"img":"systems/pf2e/icons/features/classes/deity.webp","level":1,"name":"Deity","uuid":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"dic6f":{"img":"systems/pf2e/icons/features/classes/divine-spellcasting.webp","level":1,"name":"Divine Spellcasting (Cleric)","uuid":"Compendium.pf2e.classfeatures.AvNbdGSOTWNRgcxs"},"ilsvf":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Doctrine","uuid":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"m28zo":{"img":"systems/pf2e/icons/features/classes/anathema(cleric).webp","level":1,"name":"Anathema (Cleric)","uuid":"Compendium.pf2e.classfeatures.UV1HlClbWCNcaKBZ"},"oj8f7":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"First Doctrine","uuid":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"ozqxv":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":5,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"r47we":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":15,"name":"Fifth Doctrine","uuid":"Compendium.pf2e.classfeatures.Zb7DuGbFoLEp0H1K"},"uzcka":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":7,"name":"Third Doctrine","uuid":"Compendium.pf2e.classfeatures.gxNxfN9OBlQ1icus"},"vmpzh":{"img":"systems/pf2e/icons/features/classes/miraculous-spell.webp","level":19,"name":"Miraculous Spell","uuid":"Compendium.pf2e.classfeatures.3uf31A91h3ywmlqm"},"vpn62":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":11,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"xe44z":{"img":"systems/pf2e/icons/features/classes/divine-defense.webp","level":13,"name":"Divine Defense","uuid":"Compendium.pf2e.classfeatures.0mJTp4LdEHBLInoe"},"z2puy":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":19,"name":"Final Doctrine","uuid":"Compendium.pf2e.classfeatures.urBGOPrUwBmkixAo"},"zrd25":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"}},"keyAbility":{"selected":"wis","value":["wis"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.divine.rank","value":1}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"cleric","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":2,"value":["rel"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"hxdopywexz7g0wg2","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},"pf2e":{"grantedBy":{"id":"bgk2cegrl9eupw49"}}},"img":"systems/pf2e/icons/features/classes/cloistered-cleric.webp","name":"Cloistered Cleric","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You are a cleric of the cloth, focusing on divine magic and your connection to your deity's domains.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn]{First Doctrine (1st)}</strong> You gain the @UUID[Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN] cleric feat.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa]{Second Doctrine (3rd)}</strong> Your proficiency rank for Fortitude saves increases to expert.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.s8WEmc4GGZSHSC7q]{Third Doctrine (7th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.vxOf4LXZcqUG3P7a]{Fourth Doctrine (11th)}</strong> You gain expert proficiency with your deity's favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.n9W8MjjRgPpUTvWf]{Fifth Doctrine (15th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.DgGefatQ4v6xT6f9]{Final Doctrine (19th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.cleric","value":{"fifthDoctrine":"Compendium.pf2e.classfeatures.n9W8MjjRgPpUTvWf","finalDoctrine":"Compendium.pf2e.classfeatures.DgGefatQ4v6xT6f9","firstDoctrine":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn","fourthDoctrine":"Compendium.pf2e.classfeatures.vxOf4LXZcqUG3P7a","secondDoctrine":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa","thirdDoctrine":"Compendium.pf2e.classfeatures.s8WEmc4GGZSHSC7q"}}],"slug":"cloistered-cleric","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tne20958dcn8vum2","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn"},"pf2e":{"grantedBy":{"id":"a0gq62jhulh7b76p"},"itemGrants":{"firstDoctrineCloisteredCleric":{"id":"396b2obgxqojztg3"}}}},"img":"systems/pf2e/icons/features/classes/cloistered-cleric.webp","name":"First Doctrine (Cloistered Cleric)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the @UUID[Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN] cleric feat.</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN"}],"slug":"first-doctrine-cloistered-cleric","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"396b2obgxqojztg3","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN"},"pf2e":{"grantedBy":{"id":"tne20958dcn8vum2"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Domain Initiate (Fire)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics.</p>\n<p>Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up.</p>\n<p>Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.</p>"},"level":{"value":1},"location":null,"maxTakable":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1},{"choices":"system.details.deities.domains","flag":"domainInitiate","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.DeitysDomain","selection":"fire"}],"slug":"domain-initiate","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5wwog22yqeymkoih","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa"},"pf2e":{"grantedBy":{"id":"ozq900kpd2fukcmk"}}},"img":"systems/pf2e/icons/features/classes/cloistered-cleric.webp","name":"Second Doctrine (Cloistered Cleric)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your proficiency rank for Fortitude saves increases to expert.</p>"},"level":{"value":3},"location":"","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.fortitude.rank","value":2}],"slug":"second-doctrine-cloistered-cleric","source":{"value":""},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"EjaZK2YL8pbiA4Be","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs"}},"img":"systems/pf2e/icons/spells/heal.webp","name":"Heal","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"value":"positive"},"value":"1d8"}}},"description":{"value":"<p>You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(verbal, somatic)</strong> The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8</p>\n<p><span class=\"pf2-icon\">3</span> <strong>(material, somatic, verbal)</strong> You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"56JUzOsJdjeF6GRF"},"materials":{"value":""},"overlays":{"37gy7l19tik74o4s":{"_id":"37gy7l19tik74o4s","name":"Heal (vs. Living)","overlayType":"override","sort":2,"system":{"components":{"somatic":true,"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"save":{"basic":"","value":""},"time":{"value":"2"}}},"7qdtetowq348s9oc":{"_id":"7qdtetowq348s9oc","overlayType":"override","sort":1,"system":{"components":{"somatic":true},"range":{"value":"touch"},"time":{"value":"1"}}},"7vbvdrv2cl87sqta":{"_id":"7vbvdrv2cl87sqta","overlayType":"override","sort":4,"system":{"area":{"type":"emanation","value":30},"components":{"material":true,"somatic":true,"verbal":true},"range":{"value":""},"target":{"value":"all living and undead creatures"},"time":{"value":"3"}}},"lfxcoz2d3f8j2zq1":{"_id":"lfxcoz2d3f8j2zq1","name":"Heal (vs. Undead)","overlayType":"override","sort":3,"system":{"components":{"somatic":true,"verbal":true},"range":{"value":"30 feet"},"spellType":{"value":"save"},"target":{"value":"1 undead"},"time":{"value":"2"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living creature or 1 undead"},"time":{"value":"1 to 3"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"w9CfbASxJILsbwax","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3vxoffA4slKHXtj2"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/channel-protection-amulet.webp","name":"Channel Protection Amulet","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> spells if you're living, or against <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em> spells if you're undead.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":56}},"quantity":1,"rules":[],"size":"med","slug":"channel-protection-amulet","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"uncommon","value":["abjuration","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"MlX2WoKHYtuTD5If","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"wis","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"Z9TZWS4OMrW3GrQi","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"Z81ram2Iy3rw3Tfv","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"stowed","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"LMH4r4ruYFJQgHNw","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":5}},"quantity":1,"rules":[],"size":"med","slug":"healers-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"3Z37qCJjPOUeku9q","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.izcxFQFwf3woCnFs"}},"img":"systems/pf2e/icons/spells/guidance.webp","name":"Guidance","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3qHKBDF7lrHw8jFK]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3LyOkV25p7wA181H]</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"guidance","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"custom":"","value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"jq8QqaSp3X9mWeRf","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.XSujb7EsSwKl19Uu"}},"img":"systems/pf2e/icons/spells/bless.webp","name":"Bless","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":5},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet.</p>\n<p>Bless can counteract <em>@UUID[Compendium.pf2e.spells-srd.7ZinJNzxq0XF0oMx]</em>.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Gqy7K6FnbLtwGpud]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":true},"level":{"value":1},"location":{"value":"uCa63ASRihr7gGVe"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"bless","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"you and allies in the area"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"JydGFuxlr6YzD08B","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.oJKZi8OQgmVXHOc0"}},"img":"systems/pf2e/icons/spells/fire-ray.webp","name":"Fire Ray","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"fire"},"value":"2d6"}}},"description":{"value":"<p>A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage.</p>\n<hr />\n<p><strong>Critical Success</strong> The ray deals double damage and [[/r 1d4[persistent,fire]]] damage.</p>\n<p><strong>Success</strong> The ray deals full damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The ray's initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"cCpv2On41fT9Ar9X"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"fire-ray","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["attack","cleric","fire"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"rjysnpB9dncpC2fL","flags":{"core":{"sourceId":"Compendium.pf2e.deities.BNycwu3I21dTh4D9"}},"img":"systems/pf2e/icons/deity/Sarenrae.webp","name":"Sarenrae","sort":0,"system":{"ability":["con","wis"],"alignment":{"follower":["LG","NG","CG"],"own":"NG"},"category":"deity","description":{"value":"<p>Sarenrae is one of the most popular deities on Golarion by virtue of her association with the life-giving sun and her perpetual offer to help anyone be their best, even when they have made mistakes. Most people thank her for her kind work to channel the sun's power for everyone's safety and livelihood, and thank her clergy for granting her healing power to all who need it. Mortals look to the Dawnflower as an example of boundless love, exquisite kindness, and true patience. They pray to her to heal the sick, lift up the downtrodden, and illuminate darkness of circumstance as well as darkness of spirit. Her followers aspire to emulate her through generosity, nurturing, truthfulness, and selfless courage. They oppose evil everywhere with words first, and when necessary, with scimitar and flame.</p>\n<p><strong>Edicts</strong> destroy the Spawn of Rovagug, protect allies, provide aid to the sick and wounded, seek and allow redemption</p>\n<p><strong>Anathema</strong> create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil</p>\n<p><strong>Areas of Concern</strong> healing, honesty, redemption, and the sun</p>"},"domains":{"alternate":["repose"],"primary":["fire","healing","sun","truth"]},"font":["heal"],"rules":[],"skill":"med","slug":"sarenrae","source":{"value":"Pathfinder Core Rulebook"},"spells":{"1":"Compendium.pf2e.spells-srd.y6rAdMK6EFlV6U0t","3":"Compendium.pf2e.spells-srd.sxQZ6yqTn0czJxVd","4":"Compendium.pf2e.spells-srd.IarZrgCeaiUqOuRu"},"weapons":["scimitar"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"bGNauo8oN64TtN9C","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BStw1cANwx5baL6d"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Armor Proficiency (Medium)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat more than once. Each time, you become trained in the next type of armor above.</p>"},"level":{"value":1},"location":"general-3","maxTakable":3,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.heavy.rank","priority":41,"value":"max(min(1,@actor.system.martial.light.rank)*min(1,@actor.system.martial.medium.rank))"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","priority":41,"value":"min(1,@actor.system.martial.light.rank)"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.light.rank","priority":41,"value":1}],"slug":"armor-proficiency","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"RyLPAVWHo8L455Vd","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BStw1cANwx5baL6d"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Armor Proficiency (Light)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat more than once. Each time, you become trained in the next type of armor above.</p>"},"level":{"value":1},"location":null,"maxTakable":3,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.heavy.rank","priority":41,"value":"max(min(1,@actor.system.martial.light.rank)*min(1,@actor.system.martial.medium.rank))"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","priority":41,"value":"min(1,@actor.system.martial.light.rank)"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.light.rank","priority":41,"value":1}],"slug":"armor-proficiency","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8slKTlnpJC3JGlvu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.yxDOmx3VYSWoAEMa"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/scroll-case.webp","name":"Scroll Case","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{}},"quantity":1,"rules":[],"size":"med","slug":"scroll-case","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"dtzcu7VqfMWq88eR","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Resist Energy (Level 2)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"scroll"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.Fr58LDSrbndgld9n]</em></p><hr /><p>Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.</p>\n<p>To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one 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).</p>\n<p>Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":12}},"quantity":1,"rules":[],"size":"med","slug":"scroll-of-2nd-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Fr58LDSrbndgld9n"}},"img":"systems/pf2e/icons/spells/resist-energy.webp","name":"Resist Energy","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.con2Hzt47JjpuUej]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The resistance increases to 10, and you can target up to two creatures.</p>\n<p><strong>Heightened (7th)</strong> The resistance increases to 15, and you can target up to five creatures.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"4":{"target":{"value":"2 creatures"}},"7":{"target":{"value":"5 creatures"}}},"type":"fixed"},"level":{"value":2},"location":{"heightenedLevel":2,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"resist-energy","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":[]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","arcane","divine","occult","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"s64CCg60NGGhxE1o","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UJWiN0K3jqVjxvKk"}},"img":"systems/pf2e/icons/equipment/wands/magic-wands/magic-wand.webp","name":"Wand of Mending (Level 1)","sort":0,"system":{"autoDestroy":{"value":false},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"wand"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.dINQzhqGmIsqGMUY]</em></p><hr /><p>This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.</p>\n<p><strong>Activate</strong> Cast a Spell</p>\n<p><strong>Frequency</strong> once per day, plus overcharge</p>\n<hr />\n<p><strong>Effect</strong> You Cast the Spell at the indicated level.</p>\n<p><strong>Craft Requirements</strong> Supply a listed-level casting of the spell.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":60}},"quantity":1,"rules":[],"size":"med","slug":"magic-wand-1st-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.dINQzhqGmIsqGMUY"}},"img":"systems/pf2e/icons/spells/mending.webp","name":"Mending","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the @UUID[Compendium.pf2e.conditionitems.6dNUvdb1dhToNDj3] condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed.</p>\n<hr />\n<p><strong>Heightened (2nd)</strong> You can target a non-magical object of 1 Bulk or less.</p>\n<p><strong>Heightened (3rd)</strong> You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"2":{"target":{"value":"non-magical object of 1 Bulk or less"}},"3":{"target":{"value":"non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less"}}},"type":"fixed"},"level":{"value":1},"location":{"heightenedLevel":1,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"mending","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"non-magical object of light Bulk or less"},"time":{"value":"10 minutes"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":[]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["magical","wand","arcane","divine","occult","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"}],"name":"Kyra (Level 5)","prototypeToken":{"name":"Kyra","texture":{"src":"systems/pf2e/icons/iconics/Kyra.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"bonusbulk":0,"hp":{"temp":0,"value":48},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"min":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["wis","str","dex","cha"],"5":["wis","str","dex","cha"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/icons/deity/Sarenrae.webp","value":"Saranrae"},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"min":1,"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{"light":{"rank":0},"medium":{"rank":0}},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":1},"heroPoints":{"max":3,"value":1}},"saves":{"fortitude":{"rank":0,"value":0},"reflex":{"rank":0,"value":0},"will":{"rank":0,"value":0}},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":2},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":1},"rel":{"rank":2},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["common","kelish"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.z5u8KDovE01nMfhm"}}}
{"_id":"zIawtsJlKpL28XGS","img":"systems/pf2e/icons/iconics/SajanFull.webp","items":[{"_id":"v6gdqk1v1h99mmac","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{}}},"img":"systems/pf2e/icons/features/ancestry/versatile-heritage.webp","name":"Versatile Heritage","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).</p>"},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.GeneralTraining.AllowedDrops","predicate":["item:type:feat","item:level:1","item:trait:general"]},"choices":{"query":"{\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"general\"}}"},"flag":"versatileHeritage","key":"ChoiceSet","prompt":"PF2E.SpecificRule.GeneralTraining.Prompt","selection":"Compendium.pf2e.feats-srd.x9wxQ61HNkAVbDHr"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.versatileHeritage}"}],"slug":"versatile-heritage","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"g20t7xvxbsmcqx8e","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.NLHHHiAcdnZ5ohc2"}},"img":"systems/pf2e/icons/features/classes/flurry-of-blows.webp","name":"Flurry of Blows","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"classfeature","description":{"value":"<p>You can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action.</p>\n<hr />\n<p>Make two unarmed @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR]{Strikes}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.</p>"},"level":{"value":1},"location":"1diccnzp37wxvi5a","prerequisites":{"value":[]},"rules":[],"slug":"flurry-of-blows","source":{"value":""},"traits":{"rarity":"common","value":["flourish","monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9oh5gnhfvbqr9btt","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.SB8UJ8rZmvbcBweJ"}},"img":"systems/pf2e/icons/features/classes/powerful-fist.webp","name":"Powerful Fist","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a -2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.</p>"},"level":{"value":1},"location":"1diccnzp37wxvi5a","prerequisites":{"value":[]},"rules":[{"baseType":"fist","category":"unarmed","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d6"}},"group":"brawling","img":"systems/pf2e/icons/features/classes/powerful-fist.webp","key":"Strike","label":"PF2E.Strike.Fist.Label","range":null,"slug":"fist","traits":["agile","finesse","nonlethal","unarmed"]}],"slug":"powerful-fist","source":{"value":""},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"1diccnzp37wxvi5a","flags":{"core":{"sourceId":"Compendium.pf2e.classes.YPxpk9JbMnKjbNLc"},"pf2e":{"insertedClassFeaturesLevel":1}},"img":"systems/pf2e/icons/classes/monk.webp","name":"Monk","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":1,"classFeatLevels":{"value":[1,2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":0,"medium":0,"unarmored":2},"description":{"value":"<p><em>The strength of your fist flows from your mind and spirit. You seek perfection-honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. You're a fierce combatant renowned for martial arts skills and combat stances that grant you unique fighting moves. While the challenge of mastering many fighting styles drives you to great heights, you also enjoy meditating on philosophical questions and discovering new ways to obtain peace and enlightenment.</em></p>\n<p><strong>Key Ability: STRENGTH OR DEXTERITY</strong></p>\n<p>At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.</p>\n<p><strong>Hit Points: 10 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Monk</h1>\n<h2>During Combat Encounters...</h2>\n<p>You speed into the fray, dodging or leaping past obstacles with acrobatic maneuvers. You strike opponents in a rapid flurry of attacks, using your bare fists or wielding specialized weapons that you mastered during your monastic training. Stances let you change up your combat style for different situations, and ki abilities allow you to perform mystic feats like healing yourself and soaring through the air.</p>\n<h2>During Social Encounters...</h2>\n<p>Your perceptiveness lets you see through falsehoods, and your philosophical training provides insight into any situation.</p>\n<h2>While Exploring...</h2>\n<p>You climb up walls, dodge traps, overcome obstacles, and leap over pits. You usually stay toward the outside of the group to protect more vulnerable members, and you're well suited to looking for danger or moving stealthily.</p>\n<h2>In Downtime...</h2>\n<p>You diligently exercise, eat healthy foods, meditate, and study various philosophies. You might also take up a craft that you strive to perfect.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Maintain a regimen of physical training and meditation.</li>\n<li>Face adversity with a calm and measured approach, never panicking or succumbing to despair.</li>\n<li>Look to the future for ways you can improve, while remaining at peace with your present self.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Marvel at your feats of physical prowess.</li>\n<li>Think you're more than a bit uptight, given your vows and tenets.</li>\n<li>Come to you for philosophical advice.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Expert in Fortitude</p>\n<p>Expert in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in a number of skills equal to 4 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Untrained in all armor</p>\n<p>Expert in unarmored defense</p>\n<h2>Class DC</h2>\n<p>Trained in monk class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a Monk. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, flurry of blows, monk feat, powerful fist</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, incredible movement +10 feet, mystic strikes, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, alertness, ancestry feat, expert strikes, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, incredible movement +15 feet, path to perfection, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Ancestry feat, metal strikes, monk expertise, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, monk feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>General feat, incredible movement +20 feet, second path to perfection, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, graceful mastery, master strikes, skill increase</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater weapon specialization, incredible movement +25 feet, skill increase, third path to perfection</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Adamantine strikes, ancestry feat, graceful legend, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Monk feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, incredible movement +30 feet, perfected form, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, monk feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Flurry of Blows</h2>\n<p>You can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action.</p>\n<p>@UUID[Compendium.pf2e.actionspf2e.nbfNETdpee8CVM17] <span class=\"pf2-icon\">A</span></p>\n<hr />\n<p>Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.</p>\n<h2>Ki Spells</h2>\n<p>By tapping into a supernatural inner reserve called ki, you can create magical effects. Certain feats grant you special spells called ki spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell. When you gain your first ki spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the @UUID[Compendium.pf2e.actionspf2e.OSefkMgojBLqmRDh] activity to meditate in order to reach inner peace.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.</p>\n<p>When you first gain a ki spell, decide whether your ki spells are divine or occult spells. You are trained in spell attack rolls and spell DCs of that tradition, and your key spellcasting ability is Wisdom.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies representing your basic training, which are noted at the start of this class.</p>\n<h2>Monk Feats</h2>\n<p>At 1st level and every even-numbered level thereafter, you gain a monk class feat.</p>\n<h2>Powerful Fist</h2>\n<p>You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a -2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.</p>\n<h2>Skill Feats<span style=\"float: right;\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Incredible Movement<span style=\"float: right;\">Level 3</span></h2>\n<p>You move like the wind. You gain a +10-foot status bonus to your Speed whenever you're not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.</p>\n<h2>Mystic Strikes<span style=\"float: right;\">Level 3</span></h2>\n<p>Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as @UUID[Compendium.pf2e.equipment-srd.FNDq4NFSN0g2HKWO]{Handwraps of Mighty Blows (+1)} to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.</p>\n<h2>Skill Increases<span style=\"float: right;\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.</p>\n<p>At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float: right;\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Alertness<span style=\"float: right;\">Level 5</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Ancestry Feats<span style=\"float: right;\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Expert Strikes<span style=\"float: right;\">Level 5</span></h2>\n<p>You've practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert.</p>\n<h2>Path to Perfection<span style=\"float: right;\">Level 7</span></h2>\n<p>You have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.</p>\n<h2>Weapon Specialization<span style=\"float: right;\">Level 7</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.</p>\n<h2>Metal Strikes<span style=\"float: right;\">Level 9</span></h2>\n<p>You can adjust your body to make unarmed attacks infused with the mystic energy of rare metals. Your unarmed attacks are treated as cold iron and silver. This allows you to deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.</p>\n<h2>Monk Expertise<span style=\"float: right;\">Level 9</span></h2>\n<p>Your proficiency rank for your monk class DC increases to expert. If you have ki spells, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your ki spells increases to expert.</p>\n<h2>Second Path to Perfection<span style=\"float: right;\">Level 11</span></h2>\n<p>You've learned to find perfection in every success. Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.</p>\n<h2>Graceful Mastery<span style=\"float: right;\">Level 13</span></h2>\n<p>You move with perpetual grace in battle, eluding and turning aside blows. Your proficiency rank for unarmored defense increases to master.</p>\n<h2>Master Strikes<span style=\"float: right;\">Level 13</span></h2>\n<p>You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.</p>\n<h2>Greater Weapon Specialization<span style=\"float: right;\">Level 15</span></h2>\n<p>Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.</p>\n<h2>Third Path to Perfection<span style=\"float: right;\">Level 15</span></h2>\n<p>You have made great progress in your personal studies of enlightenment. Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage.</p>\n<h2>Adamantine Strikes<span style=\"float: right;\">Level 17</span></h2>\n<p>When you focus your will into your limbs, your blows are as unyielding as the hardest of metals. Your unarmed attacks are treated as adamantine.</p>\n<h2>Graceful Legend<span style=\"float: right;\">Level 17</span></h2>\n<p>Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defense increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.</p>\n<h2>Perfected Form<span style=\"float: right;\">Level 19</span></h2>\n<p>You have purged incompetence from your techniques. On your first Strike of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":10,"items":{"1fw9s":{"img":"systems/pf2e/icons/features/classes/mystic-strikes.webp","level":3,"name":"Mystic Strikes","uuid":"Compendium.pf2e.classfeatures.D2AE8RfMlZ3D1FuV"},"2yqet":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"3ohvk":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":11,"name":"Second Path to Perfection","uuid":"Compendium.pf2e.classfeatures.y6qnbUc8y0815QNE"},"4ru9g":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"},"8tl8t":{"img":"systems/pf2e/icons/features/classes/incredible-movement.webp","level":3,"name":"Incredible Movement","uuid":"Compendium.pf2e.classfeatures.Cq6NjvcKZOMySBVj"},"ai4sq":{"img":"systems/pf2e/icons/features/classes/expert-strikes.webp","level":5,"name":"Expert Strikes","uuid":"Compendium.pf2e.classfeatures.VgZIutWjFl8oZQFi"},"bgd0f":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":5,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"c8q3r":{"img":"systems/pf2e/icons/features/classes/flurry-of-blows.webp","level":1,"name":"Flurry of Blows","uuid":"Compendium.pf2e.classfeatures.NLHHHiAcdnZ5ohc2"},"dzcvw":{"img":"systems/pf2e/icons/features/classes/graceful-legend.webp","level":17,"name":"Graceful Legend","uuid":"Compendium.pf2e.classfeatures.JWDfzYub3JfuEtth"},"iqbky":{"img":"systems/pf2e/icons/features/classes/powerful-fist.webp","level":1,"name":"Powerful Fist","uuid":"Compendium.pf2e.classfeatures.SB8UJ8rZmvbcBweJ"},"k3mxz":{"img":"systems/pf2e/icons/features/classes/graceful-mastery.webp","level":13,"name":"Graceful Mastery","uuid":"Compendium.pf2e.classfeatures.95LI24ZSx0d4qfKX"},"t4zic":{"img":"systems/pf2e/icons/features/classes/monk-expertise.webp","level":9,"name":"Monk Expertise","uuid":"Compendium.pf2e.classfeatures.lxImO5D0qWp0gXFB"},"udbeu":{"img":"systems/pf2e/icons/features/classes/metal-strikes.webp","level":9,"name":"Metal Strikes","uuid":"Compendium.pf2e.classfeatures.CoRfFkisEsHE1e43"},"xcxpa":{"img":"systems/pf2e/icons/features/classes/adamantine-strikes.webp","level":17,"name":"Adamantine Strikes","uuid":"Compendium.pf2e.classfeatures.5cthRUkRqRtduVvN"},"z0s0v":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":7,"name":"Path to Perfection","uuid":"Compendium.pf2e.classfeatures.1K6m6AVmn3r8XZ9d"},"zeyz5":{"img":"systems/pf2e/icons/features/classes/perfected-form.webp","level":19,"name":"Perfected Form","uuid":"Compendium.pf2e.classfeatures.KmTfg7Sg5va4yU00"},"zgtbz":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":15,"name":"Third Path to Perfection","uuid":"Compendium.pf2e.classfeatures.haoTkr2U5k7kaAKN"},"zl9gg":{"img":"systems/pf2e/icons/features/classes/master-strikes.webp","level":13,"name":"Master Strikes","uuid":"Compendium.pf2e.classfeatures.0iidKkzC2yy13lIf"}},"keyAbility":{"selected":"dex","value":["dex","str"]},"perception":1,"rules":[],"savingThrows":{"fortitude":2,"reflex":2,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"monk","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":4,"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"IHw632mCpANMn6es","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Warfare Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"txvixnbf5ik8ht3s","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"naturalAmbition":{"id":"876on97cr80erz04"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Natural Ambition","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"adjustName":false,"choices":{"postFilter":[{"or":["feature:dragon-instinct",{"not":"item:draconic-arrogance"}]},{"nor":["item:animal-companion","item:animal-companion-druid","item:bardic-lore","item:fire-lung","item:lingering-composition","item:leshy-familiar","item:martial-performance","item:shore-step","item:steadying-stone","item:storm-born","item:versatile-performance","item:wild-shape"]}],"query":"{\"system.category\":\"class\",\"system.level.value\":1,\"system.traits.value\":{\"$elemMatch\":\"{actor|system.details.class.trait}\"}}"},"flag":"naturalAmbition","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.LevelOneClassFeat","selection":"Compendium.pf2e.feats-srd.VCjAlOvjNvFJOsG5"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.naturalAmbition}"}],"slug":"natural-ambition","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"876on97cr80erz04","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.VCjAlOvjNvFJOsG5"},"pf2e":{"grantedBy":{"id":"txvixnbf5ik8ht3s"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Tiger Stance","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p><strong>Requirements</strong> You are unarmored</p>\n<hr />\n<p>You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.</p>\n<p>On a critical success with your tiger claws, if you deal damage, the target takes [[/r 1d4[bleed]]].</p>\n<p>As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.pf9yvKNg6jZLrE30]</p>"},"level":{"value":1},"location":"","prerequisites":{"value":[]},"rules":[],"slug":"tiger-stance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk","stance"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"PmbIz2kjx58BXFZ3","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.yA9tsWT9uzL2REnw"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ki Rush","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You can use ki to move with extraordinary speed and make yourself harder to hit. 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You gain the @UUID[Compendium.pf2e.feats-srd.9jGaBxLUtevZYcZO] general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[{"key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.9jGaBxLUtevZYcZO"}],"slug":"clever-improviser","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"4nzsfmx5by8pss9f","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.9jGaBxLUtevZYcZO"},"pf2e":{"grantedBy":{"id":"xm7kk8mrqpknxl7n"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Untrained Improvisation","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You've learned how to handle situations when you're out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you're 7th level or higher, the bonus increases to your full level instead. This doesn't allow you to use the skill's trained actions.</p>"},"level":{"value":3},"location":"","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"skill-check","type":"proficiency","value":{"brackets":[{"end":6,"value":"floor(@actor.level / 2)"},{"start":7,"value":"@actor.level"}]}}],"slug":"untrained-improvisation","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7tA66wP37Ysc8GIl","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.wB1ONG2uO7RnD1iC"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Flying Kick","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":2},"category":"class","description":{"value":"<p>You launch yourself at a foe. Make a @UUID[Compendium.pf2e.actionspf2e.d5I6018Mci2SWokk] or attempt a @UUID[Compendium.pf2e.actionspf2e.2HJ4yuEFY1Cast4h] or @UUID[Compendium.pf2e.actionspf2e.JUvAvruz7yRQXfz2].</p>\n<p>At the end of the jump, if you're adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in midair. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"flying-kick","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"DTuFKrM46TAKmvqL","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.8bMmGBO6gsMfWZk3"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Stunning Fist","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your @UUID[Compendium.pf2e.actionspf2e.nbfNETdpee8CVM17], you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1} (or @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 3} on a critical failure). This is an incapacitation effect.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[{"value":"Flurry of Blows"}]},"rules":[{"domain":"damage-roll","key":"RollOption","option":"stunning-fist","toggleable":true},{"key":"Note","predicate":["stunning-fist"],"selector":"strike-damage","text":"The target must succeed at a @Check[type:fortitude|dc:resolve(@actor.system.proficiencies.classDCs.monk.value)|traits:incapacitation] save against your class DC or be @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1} (or @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 3} on a critical failure).","title":"{item|name}"}],"slug":"stunning-fist","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xZiICASHLtNA4eiX","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.HJYQlmGTdtyGWr6a"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Powerful Leap","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.</p>"},"level":{"value":2},"location":"skill-4","prerequisites":{"value":[{"value":"expert in Athletics"}]},"rules":[],"slug":"powerful-leap","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"iJrendJ7WjLCbpRL","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.ZBhvJ9O8MvBFAlhq"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Jump","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Athletics"}]},"rules":[],"slug":"quick-jump","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"iGouEO4PrBXF6Xcb","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"3d6+6"},"containerId":"10ljcayenbhp5nmy","description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":2,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"xpWHMQLItEwWHjS1","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TZUskLT7yvP7N2co"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life (Lesser)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"elixir"},"consume":{"value":"3d6+6"},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Elixirs of life accelerate a living creatures natural healing processes and immune system. Upon drinking this elixir, you regain [[/r (3d6+6)[healing]]]{3d6+6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.EpB7yJPEuG6ez4z3]</p>"},"equipped":{"carryType":"worn","handsHeld":0},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":30}},"quantity":2,"rules":[],"size":"med","slug":"elixir-of-life-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"IdOPBmXUw4qShMSK","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":-100000,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":17,"rules":[],"size":"med","slug":"gold-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"b7GteVUMVWDpib3Q","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.97QyNEOAyYLdGaYc"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-bombs/bottled-lightning.webp","name":"Bottled Lightning (Moderate)","sort":0,"system":{"MAP":{"value":""},"baseItem":"alchemical-bomb","bonus":{"value":1},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"electricity","dice":2,"die":"d6"},"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Strike</p>\n<p>Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals 2d6 electricity damage and 2 electricity splash damage. On a hit, the target becomes @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] until the start of your next turn. You gain a +1 item bonus to attack rolls.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":"bomb","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":10}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":2,"range":20,"reload":{"value":"-"},"rules":[{"key":"Note","selector":"{item|_id}-damage","text":"PF2E.BombNotes.BottledLightning.Moderate.success"}],"size":"med","slug":"bottled-lightning-moderate","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":2},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["alchemical","bomb","consumable","electricity","splash"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"G8sqrr1PHgQscsxL","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/human.svg","name":"Human","sort":0,"system":{"additionalLanguages":{"count":1,"custom":"","value":[]},"boosts":{"0":{"selected":"str","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"dex","value":["str","dex","con","int","wis","cha"]},"2":{"value":[]}},"description":{"value":"<p><em>As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.</em></p>\n<hr />\n<p>Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.</p>\n<p>If you want a character who can be just about anything, you should play a human.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Strive to achieve greatness, either in your own right or on behalf of a cause.</li>\n<li>Seek to understand your purpose in the world.</li>\n<li>Cherish your relationships with family and friends.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.</li>\n<li>Distrust your intentions, fearing you seek only power or wealth.</li>\n<li>Aren't sure what to expect from you and are hesitant to assume your intentions.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.</p>\n<p>Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents. The most notable half-humans are half-elves and half-orcs.</p>\n<h2>Society</h2>\n<p>Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.</p>\n<h2>Alignment and Religion</h2>\n<p>Humanity is perhaps the most heterogeneous of all the ancestries, with a capacity for great evil and boundless good. Some humans assemble into vast raging hordes, while others build sprawling cities. Considered as a whole, most humans are neutral, yet they tend to congregate into nations or communities of a shared alignment, or at least a shared tendency toward an alignment. Humans also worship a wide range of gods and practice many different religions, tending to seek favor from any divine being they encounter.</p>\n<h2>Names</h2>\n<p>Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>A variety of human ethnic groups—many of which have origins on distant lands— populates the continents bordering Golarion's Inner Sea. Human characters can be any of these ethnicities, regardless of what lands they call home.</p>\n<hr />\n<p>Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon language.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Human Mechanics</h2>\n<p><strong>Hit Points</strong> 8</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Two free ability boosts</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"human","source":{"value":"Pathfinder Core Rulebook"},"speed":25,"traits":{"rarity":"common","value":["human","humanoid"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"DTQZ7gcFEy8QDpZG","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.lX5KDS2hU5LihZRs"},"pf2e":{"itemGrants":{"catFall":{"id":"tzlZiOb8LxAtIf5x","onDelete":"detach"}}}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Martial Disciple","sort":0,"system":{"boosts":{"0":{"value":["dex","str"]},"1":{"value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.</p>\n<p>Choose two ability boosts. One must be to <strong>Strength</strong> or <strong>Dexterity</strong>, and one is a free ability boost.</p>\n<p>You're trained in your choice of the Acrobatics or Athletics skill. You gain a skill feat: @UUID[Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD] if you chose Acrobatics or @UUID[Compendium.pf2e.feats-srd.ZBhvJ9O8MvBFAlhq] if you chose Athletics. You're also trained in the Warfare Lore skill.</p>"},"items":{},"rules":[{"adjustName":false,"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillAth","value":"athletics"}],"flag":"skill","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","rollOption":"martial-disciple","selection":"acrobatics"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.{item|flags.pf2e.rulesSelections.skill}.rank","value":1},{"flag":"catFall","key":"GrantItem","predicate":["martial-disciple:acrobatics"],"uuid":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"},{"flag":"quickJump","key":"GrantItem","predicate":["martial-disciple:athletics"],"uuid":"Compendium.pf2e.feats-srd.ZBhvJ9O8MvBFAlhq"}],"slug":"martial-disciple","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Warfare Lore","trainedSkills":{"custom":"","value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"tzlZiOb8LxAtIf5x","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"},"pf2e":{"grantedBy":{"id":"DTQZ7gcFEy8QDpZG","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cat Fall","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"trained in Acrobatics"}]},"rules":[],"slug":"cat-fall","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"M9iTpefdcJVCBU7w","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"10ljcayenbhp5nmy","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"jgVvaELZPsa5nXSp","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.NIsxR5zXtVa3PuyU"}},"img":"systems/pf2e/icons/equipment/weapons/temple-sword.webp","name":"Temple Sword","sort":0,"system":{"MAP":{"value":""},"baseItem":"temple-sword","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d8"},"description":{"value":"<p>This heavy blade is favored by guardians of religious sites. It has a distinctive, crescent‑shaped blade that seems to be a mix of a sickle and sword. It often has holes drilled into the blade or the pommel so that bells or other holy trinkets can be affixed to the weapon as an aid for prayer or mediation.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"sword","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"temple-sword","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"uncommon","value":["monk","trip"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"Esqp4384FJiRMeqX","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Acrobatics)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).</p>\n<hr />\n<p><strong>Special</strong> You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.</p>"},"level":{"value":1},"location":"general-3","maxTakable":null,"prerequisites":{"value":[{"value":"trained in at least one skill"}]},"rules":[{"choices":[{"label":"PF2E.SkillAcr","value":"acrobatics"},{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillAth","value":"athletics"},{"label":"PF2E.SkillCra","value":"crafting"},{"label":"PF2E.SkillDec","value":"deception"},{"label":"PF2E.SkillDip","value":"diplomacy"},{"label":"PF2E.SkillItm","value":"intimidation"},{"label":"PF2E.SkillMed","value":"medicine"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillPrf","value":"performance"},{"label":"PF2E.SkillRel","value":"religion"},{"label":"PF2E.SkillSoc","value":"society"},{"label":"PF2E.SkillSte","value":"stealth"},{"label":"PF2E.SkillSur","value":"survival"},{"label":"PF2E.SkillThi","value":"thievery"},{"label":"PF2E.SkillLore","value":"lore"}],"flag":"assurance","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"acrobatics"},{"key":"SubstituteRoll","label":"PF2E.SpecificRule.SubstituteRoll.Assurance","selector":"{item|flags.pf2e.rulesSelections.assurance}","slug":"assurance","value":10},{"key":"AdjustModifier","predicate":["substitute:assurance",{"not":"bonus:type:proficiency"}],"selector":"{item|flags.pf2e.rulesSelections.assurance}","suppress":true}],"slug":"assurance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fortune","general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"vO6Re2NIjnMNiKvd","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.FNDq4NFSN0g2HKWO"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/handwraps-of-mighty-blows.webp","name":"Handwraps of Mighty Blows","sort":0,"system":{"MAP":{"value":""},"baseItem":null,"bonus":{"value":1},"bonusDamage":{"value":0},"category":"unarmed","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d4"},"description":{"value":"<p>As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, <em>+1 striking handwraps of mighty blows</em> would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead).</p>\n<p>You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":true},"equippedBulk":{"value":""},"group":"brawling","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":35}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"handwraps-of-mighty-blows","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["agile","finesse","invested","magical","nonlethal","transmutation","unarmed"]},"usage":{"value":"worngloves"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"1nG9xYYyqDyIQHEe","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.x9wxQ61HNkAVbDHr"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Weapon Proficiency (Martial)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.martial.rank","value":"min(1,@actor.system.martial.simple.rank)"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.simple.rank","value":1}],"slug":"weapon-proficiency","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"}],"name":"Sajan (Level 5)","prototypeToken":{"name":"Sajan","texture":{"src":"systems/pf2e/icons/iconics/Sajan.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":68},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["dex","str","wis","con"],"5":["str","dex","con","wis"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"LN"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"dex"},"level":{"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{"martial":{"rank":1}},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":1},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":2},"arc":{"rank":0},"ath":{"rank":2},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":1},"soc":{"rank":0},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["vudrani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.zIawtsJlKpL28XGS"}}}
{"_id":"zLOVCrRwZhL46vLI","img":"systems/pf2e/icons/iconics/KorakaiFull.webp","items":[{"_id":"lqgEM7WoDD5ci28s","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.rKV11HWREwjjMIum"}},"img":"systems/pf2e/icons/features/ancestry/skyborn-tengu.webp","name":"Skyborn Tengu","sort":0,"system":{"ancestry":{"name":"Tengu","slug":"tengu","uuid":"Compendium.pf2e.ancestries.18xDKYPDBLEv2myX"},"description":{"value":"<p>Your bones may be especially light, you may be a rare tengu with wings, or your connection to the spirits of wind and sky might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.</p>"},"rules":[],"slug":"skyborn-tengu","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"yhiep9lv46sz68kt","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.3gN09dOT2hMwGcK2"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Cook","sort":0,"system":{"boosts":{"0":{"selected":"con","value":["con","int"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side-you've spent lots of time out of sight. It's about time you went out into the world to catch some sights for yourself.</p>\n<p>Choose two ability boosts. One must be to <strong>Constitution</strong> or <strong>Intelligence</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Survival skill and the Cooking Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.1Eceqc6zbMj2x0q9] skill feat.</p>"},"items":{"diizj":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Seasoned","uuid":"Compendium.pf2e.feats-srd.1Eceqc6zbMj2x0q9"}},"rules":[],"slug":"cook","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedLore":"Cooking Lore","trainedSkills":{"value":["sur"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"00yp96mdoy4uk8mk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.1Eceqc6zbMj2x0q9"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Seasoned","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.</p>"},"level":{"value":1},"location":"yhiep9lv46sz68kt","prerequisites":{"value":[{"value":"trained in Alcohol Lore, Cooking Lore, or Crafting"}]},"rules":[{"key":"FlatModifier","label":"Seasoned (craft food, drink & potions)","predicate":["action:craft",{"or":["food","drink","potion"]}],"selector":"crafting","type":"circumstance","value":{"brackets":[{"end":4,"start":3,"value":2},{"end":2,"start":1,"value":1}],"field":"actor|system.skills.cra.rank"}}],"slug":"seasoned","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Di09hZTg9XKk5g0l","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Cooking Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"OxmKgrl4GX8ZPdbp","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AmFv3ClkAVRowHLI"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Tengu Weapon Familiarity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You've trained with a blade and other tengu weapons ever since you hatched. You gain access to @UUID[Compendium.pf2e.equipment-srd.KgKSX95uVSg8iBBA]{Khakkharas}.</p>\n<p>Additionally, choose two weapons from the sword group. You can choose from among all common martial swords, plus the @UUID[Compendium.pf2e.equipment-srd.Y1dkRsRd1Z7Jf2y6], @UUID[Compendium.pf2e.equipment-srd.NIsxR5zXtVa3PuyU], and @UUID[Compendium.pf2e.equipment-srd.YOpopjoWgU7bkmwh]. For the purpose of determining your proficiency, that weapon is a simple weapon, and if the weapon isn't common, you gain access to it. If you are trained in all martial weapons, you add common advanced swords to the swords you can choose from.</p>\n<p>You also gain access to all uncommon tengu weapons. For the purpose of determining your proficiency, martial tengu weapons are simple weapons, and advanced tengu weapons are martial weapons.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-khakkhara.rank","value":1}],"slug":"tengu-weapon-familiarity","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["tengu"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"RFs7YHi21Xa5mONx","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Spontaneous Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"spontaneous"},"proficiency":{"value":0},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":true},"slots":{"slot0":{"max":0,"prepared":[],"value":0},"slot1":{"max":3,"prepared":[],"value":3},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":3,"prepared":[],"value":3},"slot3":{"max":2,"prepared":[],"value":2},"slot4":{"max":0,"prepared":[],"value":0},"slot5":{"max":0,"prepared":[],"value":0},"slot6":{"max":0,"prepared":[],"value":0},"slot7":{"max":0,"prepared":[],"value":0},"slot8":{"max":0,"prepared":[],"value":0},"slot9":{"max":0,"prepared":[],"value":0}},"slug":null,"source":{"value":""},"spelldc":{"dc":0,"mod":0,"value":0},"tradition":{"value":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"Cch4PO0U7YF2YdIj","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl"}},"img":"systems/pf2e/icons/spells/detect-magic.webp","name":"Detect Magic","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.</p>\n<p>You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.</p>\n<p><strong>Heightened (4th)</strong> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"detect-magic","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"FH0ReXF65gFNArDA","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.kcelf6IHl3L9VXXg"}},"img":"systems/pf2e/icons/spells/disrupt-undead.webp","name":"Disrupt Undead","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":true,"type":{"categories":[],"value":"positive"},"value":"1d6"}}},"description":{"value":"<p>You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 round.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"disrupt-undead","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 undead creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["positive","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"L4cZKv0E5QQkzlx3","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.izcxFQFwf3woCnFs"}},"img":"systems/pf2e/icons/spells/guidance.webp","name":"Guidance","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. 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Either way, the target is then temporarily immune for 1 hour.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3qHKBDF7lrHw8jFK]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3LyOkV25p7wA181H]</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"guidance","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"custom":"","value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"JB87jgPn70BL8S1w","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4"}},"img":"systems/pf2e/icons/spells/light.webp","name":"Light","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. 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slings.</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"per":10,"value":{"cp":1}},"quantity":10,"rules":[],"size":"med","slug":"sling-bullets","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"slingBullets","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"Nqdb6aAb3DALQvNV","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.hDLbR56Id2OtU318"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp","name":"Elixir of Life 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Upon drinking this elixir, you regain [[/r 1d6[healing]]]{1d6 Hit Points} and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.lPRuIRbu0rHBkoKY]</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"elixir-of-life-minor","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","healing"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"RFFwcxg0KjZXgzEI","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.rFmJVDdB313EibTs"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Eat Fortune","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p><strong>Frequency</strong> once per day</p>\n<p><strong>Trigger</strong> A creature within 60 feet uses a fortune or misfortune effect.</p>\n<hr />\n<p>As someone tries to twist fate, you consume the interference. The triggering effect is disrupted.</p>\n<p>If it's a misfortune effect, Eat Fortune gains the fortune trait; if it's a fortune effect, Eat Fortune gains the misfortune trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a fortune effect with Eat Fortune and then apply a misfortune effect to the same roll.</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[],"slug":"eat-fortune","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["concentrate","divination","divine","tengu"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VQInM95vufL4P7sl","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.xoIxiRtBVHV27Rvd"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Divine Aegis","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> You attempt a saving throw against a magical effect, but you haven't rolled yet.</p>\n<hr />\n<p>You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other divine effects.</p>\n<p>Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine magical effects, but you also take a -1 circumstance penalty to saves against divine effects.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.K1IgNCf3Hh2EJwQ9]</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"divine-aegis","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["abjuration","divine","oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"H75vIjp7nY2ZNEzj","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.ww5AM2yFs0lqQhmD"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Vision Of Weakness","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You can call upon divine insights to single out your foes' weak points. You learn the <em>@UUID[Compendium.pf2e.spells-srd.NhNKzq1DvFxkvTEc]</em> revelation spell. Increase the number of Focus Points in your focus pool by 1.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1}],"slug":"vision-of-weakness","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"vXdf4akxa1cVKmsI","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AmP0qu7c5dlBSath"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Toughness","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"hp","value":"@actor.level"},{"key":"ActiveEffectLike","mode":"downgrade","path":"system.attributes.dying.recoveryDC","value":9}],"slug":"toughness","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"PtdVkz55HLGaVvE9","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BqceQIKE0lwIS98s"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Pilgrim's Token","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first.</p>\n<p><strong>Special</strong> If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above.</p>\n<p>If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful @Check[type:religion|dc:20|name:Craft Pilgrim's Token] check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Religion"}]},"rules":[{"key":"GrantItem","predicate":["self:level:1"],"uuid":"Compendium.pf2e.equipment-srd.gwP3Uums2ApH6o9K"}],"slug":"pilgrims-token","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"c8ZbI2oiXKHXVAt3","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.CnqMJR8e9jqJR7MM"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Steady Balance","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You're not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Acrobatics"}]},"rules":[{"key":"Note","predicate":["action:balance"],"selector":"acrobatics","text":"If you roll a success using the Balance action, you get a critical success instead.","title":"{item|name}"}],"slug":"steady-balance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wI4KSnSnh5zr4ecD","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.2iQKhCQBijhj5Rf3"}},"img":"systems/pf2e/icons/spells/disrupting-weapons.webp","name":"Disrupting Weapons","sort":-100000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The damage increases to 2d4 damage.</p>\n<p><strong>Heightened (5th)</strong> Target up to three weapons, and the damage increases to 3d4 damage.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.X7RD0JRxhJV9u2LC]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"disrupting-weapons","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"up to two weapons, each of which must be wielded by you or a willing ally, or else unattended"},"time":{"value":"2"},"traditions":{"value":["divine"]},"traits":{"rarity":"common","value":["positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"Avz5g6o8O4gFXumR","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.wzLkNU3AAqOSKFPR"}},"img":"systems/pf2e/icons/spells/sound-burst.webp","name":"Sound Burst","sort":0,"system":{"ability":{"value":""},"area":{"type":"burst","value":10},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"sonic"},"value":"2d10"}}},"description":{"value":"<p>A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature is unaffected.</p>\n<p><strong>Success</strong> The creature takes half damage.</p>\n<p><strong>Failure</strong> The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.9PR9y0bi4JPKnHPR] for 1 round.</p>\n<p><strong>Critical Failure</strong> The creature takes double damage, is Deafened for 1 minute, and is @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1}.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d10.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d10"},"interval":1,"type":"interval"},"level":{"value":2},"location":{"heightenedLevel":2,"signature":true,"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"sound-burst","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["sonic"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"XsVLx3SKIk5DHcdt","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.3ehSrqTAm7IPqbIZ"}},"img":"systems/pf2e/icons/spells/spirit-sense.webp","name":"Spirit Sense","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't @UUID[Compendium.pf2e.actionspf2e.TiNDYUGlMmxzxBYU]{Searching}, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ], attempts to @UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo], skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> The spell's duration lasts until the next time you make your daily preparations.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":false},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"spirit-sense","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["detection","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"4nQMgiOLlmuWwNsk","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.3x6eUCm17n6ROzUa"}},"img":"systems/pf2e/icons/spells/crisis-of-faith.webp","name":"Crisis of Faith","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"type":{"categories":[],"value":"mental"},"value":"6d6"}}},"description":{"value":"<p>You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.</p>\n<p>To many deities, casting this spell on a follower of your own deity without significant cause is anathema.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target takes half damage.</p>\n<p><strong>Failure</strong> The target takes full damage; if the target can cast divine spells, it's @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]{Stupefied 1} for 1 round.</p>\n<p><strong>Critical Failure</strong> The target takes double damage, is @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]{Stupefied 1} for 1 round, and can't cast divine spells for 1 round.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2d6"},"interval":1,"type":"interval"},"level":{"value":3},"location":{"heightenedLevel":3,"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"crisis-of-faith","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["divine"]},"traits":{"rarity":"common","value":["mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"NRurErKrO13iCu2f","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.eurAnvH8bK0ZctOR"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/bracers-of-missile-deflection.webp","name":"Bracers of Missile Deflection","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>These bracers are made from plates of durable mithral and gleam like the summer sun.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">R</span> Interact</p>\n<p><strong>Frequency</strong> once per day</p>\n<p><strong>Trigger</strong> A ranged weapon attack hits you but doesn't critically hit</p>\n<p><strong>Requirements</strong> You are aware of the attack and not flat-footed</p>\n<hr />\n<p><strong>Effect</strong> The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.PeiuJ951kkBPTCSM]</p>"},"equipped":{"carryType":"worn","inSlot":false,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":52}},"quantity":1,"rules":[],"size":"med","slug":"bracers-of-missile-deflection","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["abjuration","invested","magical"]},"usage":{"value":"wornbracers"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"eB2PyXa3RHCLxrbu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3Fmbw9wJkqZBV9De"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/feather-token.webp","name":"Feather Token (Fan)","sort":300000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":"1","value":"1"},"consumableType":{"value":"potion"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of <em>@UUID[Compendium.pf2e.spells-srd.g8QqHpv2CWDwmIm1]</em> (DC 20).</p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":4},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":15}},"quantity":1,"rules":[],"size":"med","slug":"feather-token-fan","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["conjuration","consumable","magical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"JiClECdsajicYI8l","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":""},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":1}},"quantity":5,"rules":[],"size":"med","slug":"gold-pieces","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"coins","traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":0},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"tSncd48M3aXD791q","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.EzB9i7R6aBRAtJCh"}},"img":"systems/pf2e/icons/spells/tempest-touch.webp","name":"Tempest Touch","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"bludgeoning"},"value":"1d4"},"fl86wl21hskrqrcy":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"cold"},"value":"1d4"}}},"description":{"value":"<p>Your touch calls forth a churning mass of icy water that clings to your target, dealing 1d4 bludgeoning damage and 1d4 cold damage. The target must attempt a Fortitude save.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target takes half damage and a -5-foot circumstance penalty to its Speeds until the end of your next turn.</p>\n<p><strong>Failure</strong> The target takes full damage and a -10-foot circumstance penalty to its Speeds until the end of your next turn.</p>\n<p><strong>Critical Failure</strong> As failure, but the target takes double damage.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The bludgeoning and cold damage each increase by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4","fl86wl21hskrqrcy":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"facIZNDbA0QjjG27"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"tempest-touch","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"custom":"","value":[]},"traits":{"rarity":"uncommon","value":["cold","cursebound","oracle","water"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"WZzyYgVLeacFBRH0","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.NhNKzq1DvFxkvTEc"}},"img":"systems/pf2e/icons/spells/vision-of-weakness.webp","name":"Vision of Weakness","sort":325000,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest.</p>\n<p>You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn.</p>\n<p>The target is then temporarily immune to <em>Vision of Weakness</em> for 1 day.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.70qdCBokXBvKIUIQ]</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"facIZNDbA0QjjG27"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"vision-of-weakness","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"custom":"","value":[]},"traits":{"rarity":"uncommon","value":["cursebound","oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"VeuygBDUqEyQ3LjO","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs"}},"img":"systems/pf2e/icons/spells/heal.webp","name":"Heal","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"value":"positive"},"value":"1d8"}}},"description":{"value":"<p>You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(verbal, somatic)</strong> The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8</p>\n<p><span class=\"pf2-icon\">3</span> <strong>(material, somatic, verbal)</strong> You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"heightenedLevel":1,"signature":true,"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"overlays":{"37gy7l19tik74o4s":{"_id":"37gy7l19tik74o4s","name":"Heal (vs. Living)","overlayType":"override","sort":2,"system":{"components":{"somatic":true,"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"save":{"basic":"","value":""},"time":{"value":"2"}}},"7qdtetowq348s9oc":{"_id":"7qdtetowq348s9oc","overlayType":"override","sort":1,"system":{"components":{"somatic":true},"range":{"value":"touch"},"time":{"value":"1"}}},"7vbvdrv2cl87sqta":{"_id":"7vbvdrv2cl87sqta","overlayType":"override","sort":4,"system":{"area":{"type":"emanation","value":30},"components":{"material":true,"somatic":true,"verbal":true},"range":{"value":""},"target":{"value":"all living and undead creatures"},"time":{"value":"3"}}},"lfxcoz2d3f8j2zq1":{"_id":"lfxcoz2d3f8j2zq1","name":"Heal (vs. Undead)","overlayType":"override","sort":3,"system":{"components":{"somatic":true,"verbal":true},"range":{"value":"30 feet"},"spellType":{"value":"save"},"target":{"value":"1 undead"},"time":{"value":"2"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living creature or 1 undead"},"time":{"value":"1 to 3"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"jE8IZO1r6SPiRuRm","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz"}},"img":"systems/pf2e/icons/spells/harm.webp","name":"Harm","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"value":"negative"},"value":"1d8"}}},"description":{"value":"<p>You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(verbal, somatic)</strong> The spell has a range of 30 feet. If you're healing an undead creature, increase the Hit Points restored by 8.</p>\n<p><span class=\"pf2-icon\">3</span> <strong>(material, verbal, somatic)</strong> You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"heightenedLevel":3,"signature":true,"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"overlays":{"4gyp3qlsv5ywdyjq":{"_id":"4gyp3qlsv5ywdyjq","name":"Harm (vs. Undead)","overlayType":"override","sort":3,"system":{"components":{"somatic":true,"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"save":{"basic":"","value":""},"spellType":{"value":"heal"},"target":{"value":"1 willing undead creature"},"time":{"value":"2"}}},"pq7cxntbz4s8g5ik":{"_id":"pq7cxntbz4s8g5ik","overlayType":"override","sort":1,"system":{"components":{"somatic":true},"range":{"value":"touch"},"time":{"value":"1"}}},"rvhoa43rqqqp8izn":{"_id":"rvhoa43rqqqp8izn","overlayType":"override","sort":4,"system":{"area":{"type":"emanation","value":30},"components":{"material":true,"somatic":true,"verbal":true},"range":{"value":""},"target":{"value":"all living and undead creatures"},"time":{"value":"3"}}},"z04svm1cvfcxtplb":{"_id":"z04svm1cvfcxtplb","name":"Harm (vs. Living)","overlayType":"override","sort":2,"system":{"components":{"somatic":true,"verbal":true},"range":{"value":"30 feet"},"target":{"value":"1 living creature"},"time":{"value":"2"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"harm","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 living creature or 1 willing undead creature"},"time":{"value":"1 to 3"},"traditions":{"value":["divine"]},"traits":{"rarity":"common","value":["negative"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"jdjmfGFVK7nrHr4p","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.18xDKYPDBLEv2myX"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/tengu.svg","name":"Tengu","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["dwarven","elven","gnomish","goblin","halfling","sylvan"]},"boosts":{"0":{"value":["dex"]},"1":{"value":[]},"2":{"selected":"cha","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Tengus are a gregarious and resourceful people that have spread far and wide from their ancestral home in Tian Xia, collecting and combining whatever innovations and traditions they happen across with those from their own long history.</em></p>\n<hr />\n<p>Tengus are survivalists and conversationalists, equally at home living off the wilderness and finding a niche in dense cities. They accumulate knowledge, tools, and companions, adding them to their collection as they travel.</p>\n<p>The tengu diaspora has spread across Golarion in search of a better life, bringing their skill with blade crafting to lands far from their home. In maritime regions, tengus notably work as fishers, blacksmiths, and 'jinx eaters'—members of ships' crews who are believed, accurately or otherwise, to absorb misfortune. Having lived in a variety of conditions and locations, tengus tend to be nonjudgmental, especially with regard to social station, though their willingness to associate with lawbreakers has often led some to look at them with suspicion.</p>\n<p>If you want to play a character hailing from a rich history of artisanship and tradition, but who happily picks up new practices, companions, words, and items as needed, you should play a tengu.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Be gregarious and eager to find a flock of your own.</li>\n<li>Voraciously absorb the practices of those around you, sometimes even forgetting where they came from.</li>\n<li>Be willing to take on any task or job, no matter what others think.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Look to you as a source of eclectic skills and knowledge, especially relating to languages.</li>\n<li>Get confused by your simultaneous respect for and disregard of tradition.</li>\n<li>Have trouble reading your expressions or regard you with suspicion and superstition.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Tengus have many avian characteristics. Their faces are tipped with sharp beaks and their scaled forearms and lower legs end in talons. As closed footwear tends to fit poorly unless custom made, many tengus wear open sandals or simply go barefoot. Tengus are rarely more than 5 feet tall, and they are even lighter than their smaller frames would suggest, as they have hollow bones. A small number of tengus have vestigial wings incapable of true flight.</p>\n<p>Tengus hatch from eggs and are featherless for their first year of life, during which they rarely leave home. They soon grow a downy gray coat, which is replaced by a dark covering of adult feathers by the time they come of age at around 15 years. Tengus use their shed feathers in a variety of tools, from simple writing quills to magical fans to focus their ancestral magic. Many tengus modify their appearance by dyeing patterns into their feathers or talons, which amplifies their body language and has the added benefit of aiding other humanoids in understanding their expressions.</p>\n<h2>Society</h2>\n<p>Tengus are extremely social, banding together in extended communities with many families living in adjacent houses and sharing the work of the household. In cities, a community may also contain members of other ancestries. Tengu children raised in the same unit consider each other siblings, usually forgetting which of them share a biological connection.</p>\n<p>The greatest divide in tengu society is between tengus remaining in their ancestral home and those who have dispersed across the world. Tengus refer to these two groups as those 'in the roost' and those 'migrating,' respectively. Roosted tengus tend to be more traditionalist and conservative and are especially concerned with preserving their culture in the face of years of erosion from oppression. Migrating tengus, on the other hand, voraciously absorb the culture of the various nations and settlements that they now call home.</p>\n<h2>Alignment and Religion</h2>\n<p>Tengus often follow the faith of the region in which they were raised, though the tengu ancestral deity is the storm god Hei Feng. This god's notorious drunken carousing and emotional swings causes many tengus to instead focus their attention on gods of freedom and travel, such as Desna or Cayden Cailean, or deities of nature, such as Gozreh. Besmara is also a common subject of tengu worship, especially among tengus who live on the sea.</p>\n<p>Before their diaspora, tengus practiced a syncretic faith that blended a polytheistic worship of the deities responsible for creating the natural world. As tengu folklore posits that tengus long ago descended from the night sky on shooting stars to rest upon Golarion's highest peaks, animist rites were practiced on mountains and other great natural features. Even today, tengus rarely differentiate between divine and primal worship.</p>\n<p>Tengus are far more concerned with the balance between traditionalism and adaptability than they are with good and evil, with lawful tengus more common among the roosted and chaotic tengus more common among the migratory.</p>\n<h2>Adventurers</h2>\n<p>A tengu that leaves the ancestral homeland feels an intense pull toward adventure, to cross vast distances, collect beautiful treasures, and brave the challenges of combat or the rolling sea.</p>\n<p>Tengu backgrounds might reflect their place in the homeland or the tengu diaspora. These could include acrobat, barkeep, charlatan, emissary, entertainer, fortune teller, gambler, merchant, nomad, or sailor, plus bandit, courier, insurgent, refugee, and scavenger.</p>\n<p>Tengus often become rogue, bard, oracles, rangers, or swashbucklers.</p>\n<h2>Names</h2>\n<p>Though roosted tengus tend toward more traditional names with the hard consonants often seen in the Tengu language, migrating tengus' tendency to readily absorb and repurpose the culture of those around them has led to names that combine elements of whatever languages suited the namer's fancy.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Arkkak, Chuko, Dolgra, Dorodara, Kakkariel, Kora, Marrak, Mossarah, Pularrka, Rarorel, Ruk, Tak-Tak, Tsukotarra</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Tengu Mechanics</h2>\n<p><strong>Hit Points</strong> 6</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Dexterity, Free</p>\n<p><strong>Languages</strong> Common, Tengu</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Halfling, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Senses</strong> Low-Light Vision</p>\n<p><strong>Sharp Beak</strong> With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.</p>"},"flaws":{"0":{"value":[]}},"hp":6,"items":{"vo9ge":{"img":"systems/pf2e/icons/features/ancestry/sharp-beak.webp","level":0,"name":"Sharp Beak","uuid":"Compendium.pf2e.ancestryfeatures.qJD3PJdoSXFrZEwr"}},"languages":{"custom":"","value":["common","tengu"]},"reach":5,"rules":[],"size":"med","slug":"tengu","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","tengu"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"2qatw9BE1GXP4qDT","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.qJD3PJdoSXFrZEwr"}},"img":"systems/pf2e/icons/features/ancestry/sharp-beak.webp","name":"Sharp Beak","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>With your Sharp Beak, you are never without a weapon. You have a beak unarmed attack that deals [[/r 1d6[piercing]]] damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.</p>"},"level":{"value":0},"location":"jdjmfGFVK7nrHr4p","prerequisites":{"value":[]},"rules":[{"category":"unarmed","damage":{"base":{"damageType":"piercing","dice":1,"die":"d6"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/beak.webp","key":"Strike","label":"PF2E.BattleForm.Attack.Beak","range":null,"slug":"beak","traits":["finesse","unarmed"]}],"slug":"sharp-beak","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"uncommon","selected":{"tengu":"Tengu"},"value":["tengu"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"l2LERipWSztMCaGA","flags":{"core":{"sourceId":"Compendium.pf2e.classes.pWHx4SXcft9O2udP"}},"img":"systems/pf2e/icons/classes/oracle.webp","name":"Oracle","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":0,"other":{"name":"","rank":0},"simple":1,"unarmed":1},"classDC":0,"classFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"defenses":{"heavy":0,"light":1,"medium":0,"unarmored":1},"description":{"value":"<p><em>Your conduit to divine power eschews the traditional channels of prayer and servitude-you instead glean divine truths that extend beyond any single deity. You understand the great mysteries of the universe embodied in overarching concepts that transcend good and evil or chaos and law, whether because you perceive the common ground across multiple deities or circumvent their power entirely.</em></p>\n<p><em>You explore one of these mysteries and draw upon its power to cast miraculous spells, but that power comes with a terrible price: a curse that grows stronger the more you draw upon it. Your abilities are a double-edged sword, which you might uphold as an instrument of the divine or view as a curse from the gods.</em></p>\n<p><strong>Key Ability: CHARISMA</strong></p>\n<p>At 1st level, your class gives you an ability bonus to Charisma</p>\n<p><strong>Hit Points: 8 plus your Constitution modifier</strong></p>\n<p>You increase your maximum number of HP by this number at 1st level and every level thereafter.</p>\n<h1>Roleplaying the Oracle</h1>\n<h2>During Combat Encounters...</h2>\n<p>You draw upon your mystery to empower yourself in combat, balancing miraculous effects with the increasing severity of your curse as conflicting divine demands overtax your physical body. You cast spells to aid your allies and devastate your foes, or depending on your mystery, you might wade into battle yourself.</p>\n<h2>During Social Encounters...</h2>\n<p>You rely upon the insights drawn from your mystery. You might leverage your curse to intimidate people or hide its effects to better blend in.</p>\n<h2>While Exploring...</h2>\n<p>You recenter yourself to bring the terrible metaphysical conflicts causing your curse back under control so you can draw upon your mystery's power again later. You remain aware of supernatural forces acting around you, perhaps peeking into the future to gain insights.</p>\n<h2>In Downtime...</h2>\n<p>You might seek to learn more about your mystery and the divine wellsprings that fuel your power. Associating with others interested in the subject of your mystery can make it easier to live with your curse. You could associate with an organized religion or even start your own faithful following devoted to your mystery.</p>\n<h2>You Might...</h2>\n<ul>\n<li>View your oracular powers as a blessing, a curse, or both.</li>\n<li>Push yourself to the limits of what you can withstand to work great acts of magic.</li>\n<li>Rely on magical items to provide a pool of safer and more reliable magic.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Don't realize your spellcasting draws upon divine power and instead believe you command stranger-and possibly evil-powers.</li>\n<li>Assume you performed some terrible transgression to become cursed by the gods.</li>\n<li>Admire your determination and the sacrifices you make to perform wondrous acts.</li>\n</ul>\n<h1>Initial Proficiencies</h1>\n<p>At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.</p>\n<h2>Perception</h2>\n<p>Trained in Perception</p>\n<h2>Saving Throws</h2>\n<p>Trained in Fortitude</p>\n<p>Trained in Reflex</p>\n<p>Expert in Will</p>\n<h2>Skills</h2>\n<p>Trained in Religion</p>\n<p>Trained in one or more skills determined by your mystery</p>\n<p>Trained in a number of additional skills equal to 3 plus your Intelligence modifier</p>\n<h2>Attacks</h2>\n<p>Trained in simple weapons</p>\n<p>Trained in unarmed attacks</p>\n<h2>Defenses</h2>\n<p>Trained in light armor</p>\n<p>Trained in unarmored defense</p>\n<h2>Spells</h2>\n<p>Trained in divine spell attack rolls</p>\n<p>Trained in divine spell DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as an Oracle. Abilities gained at higher levels list the levels at which you gain them next to the features' names.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Class Features</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Ancestry and background, initial proficiencies, divine spellcasting, spell repertoire, mystery</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>2nd-level spells, general feat, skill increase</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>3rd-level spells, ability boosts, ancestry feat, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>4th-level spells, expert spellcaster, general feat, resolve, skill increase</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5th-level spells, ancestry feat, magical fortitude, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>6th-level spells, alertness, general feat, major curse, skill increase, weapon expertise</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>7th-level spells, ancestry feat, light armor expertise, lightning reflexes, skill increase, weapon specialization</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>9th-level spells, ancestry feat, extreme curse, greater resolve, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Oracle feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, legendary spellcaster, oracular clarity, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, oracle feat, skill feat</td>\n</tr>\n</tbody>\n</table>\n<h2>Ancestry and Background</h2>\n<p>In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.</p>\n<h2>Initial Proficiencies</h2>\n<p>At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.</p>\n<h2>Divine Spellcasting</h2>\n<p>Your mystery provides you with divine magical power. You can cast spells using the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity, and you can supply material, somatic, and verbal components when casting spells. Your unconventional access to this divine power means you can usually replace material components with somatic components, so you don't need to use a material component pouch when casting spells.</p>\n<p>At 1st level, you can cast up to two 1st-level spells per day. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as an oracle, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 2-3: Oracle Spells per Day.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>\n<h3><strong>Heightening Spells</strong></h3>\n<p>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. To cast a heightened spell, you must have the heightened version in your repertoire; for example, you can't cast a 3rd-level version of a spell that is only in your repertoire at 1st level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.</p>\n<h3><strong>Cantrips</strong></h3>\n<p>A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as an oracle. For example, as a 1st-level oracle, your cantrips are 1st-level spells, and as a 5th-level oracle, your cantrips are 3rd-level spells.</p>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Your Level</th>\n<th>Cantrips</th>\n<th>1st</th>\n<th>2nd</th>\n<th>3rd</th>\n<th>4th</th>\n<th>5th</th>\n<th>6th</th>\n<th>7th</th>\n<th>8th</th>\n<th>9th</th>\n<th>10th</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>5</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>3</td>\n<td>5</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>4</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>5</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>6</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>7</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>8</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>9</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>10</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>11</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>12</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>13</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>14</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>15</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>16</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n<td>-</td>\n</tr>\n<tr>\n<td>17</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>2</td>\n<td>-</td>\n</tr>\n<tr>\n<td>18</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>-</td>\n</tr>\n<tr>\n<td>19</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td>20</td>\n<td>5</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>3</td>\n<td>1*</td>\n</tr>\n<tr>\n<td style=\"color:white;width:120px;background-color:#522e2c;text-align:center;height:25px\" colspan=\"12\">* Your oracular class feature gives you a 10th-level spell slot that works differently from other spell slots.</td>\n</tr>\n</tbody>\n</table>\n<h2>Spell Repertoire</h2>\n<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the divine spell list, or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2-3), you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<p><strong>Swapping Spells in Your Repertoire</strong></p>\n<p>As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.</p>\n<h2>Mystery</h2>\n<p>An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle's mystery, a source of divine magic not beholden to any deity.</p>\n<p>Choose the mystery that empowers your magic. Your mystery grants you special spells called revelation spells and might later grant you divine domain spells. It dictates the effects of your oracular curse, adds an additional cantrip to your repertoire, and gives you one or more trained skills. Drawing insight and power from the collective divine influences that fuel your magic also provides you with a special benefit.</p>\n<p>The following oracle mysteries are presented in this book.</p>\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.qvRlih3u7vK3FYUR]: Voices of past generations teach and haunt you.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.gjOGOR30Czpnx3tM]: You embody the virtues upheld by heroes of legend.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.IaxmCkdsPlA52spu]: Death always seems near, and the dead speak to you.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.RI2EMRBBPNSoTJXu]: You draw power from the stars and the spaces between.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.GTSvbFb36InvuH0w]: You dance with fire and do your best to remain unscorched by it.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.o1gGG36wpn9mxeop]: The teeming energies of life flow through you out into the world.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.tZBb3Kh4nJcNoUFI]: You gain access to unparalleled, overwhelming knowledge.</li>\n<li>@UUID[Compendium.pf2e.classfeatures.W9cF7wZztLDb1WGY]: Wind, waves, and storms rage at your beck and call.</li>\n</ul>\n<p><strong>Revelation Spells</strong></p>\n<p>The powers of your mystery manifest in the form of revelation spells, which are a type of focus spell. Casting a revelation spell costs 1 Focus Point and increases the effects of your oracular curse. You start with a focus pool of 2 Focus Points. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the @UUID[Compendium.pf2e.actionspf2e.OSefkMgojBLqmRDh] activity to reconcile the conflicting or unconventional nature of your divine mystery.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>Revelation spells have the cursebound trait, unlike other focus spells. This trait means they increase the severity of your oracular curse (see below) when cast. You can't cast a cursebound spell if you don't have an oracular curse.</p>\n<p>You learn two revelation spells at 1st level. The first is an initial revelation spell determined by your mystery. The second is an initial domain spell you select from one of the domains associated with your mystery, which you cast as a revelation spell, causing it to gain the cursebound trait.</p>\n<p><strong>Oracular Curse</strong></p>\n<p>Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies can also provide you with divine benefits.</p>\n<p>The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast revelation spells, your curse intensifies, first to a minor effect and then to a moderate effect.</p>\n<p>Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. The minor effect continues to affect you, though some moderate curse effects might alter the specifics of your minor curse. At higher levels, you can cast more revelation spells, progressing your curse to its major stage and then an extreme stage; these stronger curses are cumulative with the effects of the lower stages and can alter them. When you Refocus while under the effects of your moderate or stronger curse, you reduce your curse's severity to minor in addition to regaining a Focus Point.</p>\n<p>Drawing upon your mystery's power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a revelation spell while under the moderate effect of your curse, you are overwhelmed. While overwhelmed, you can't Cast or Sustain any revelation spells-you effectively lose access to those spells. You can still Refocus to reduce the effects of your curse and regain a Focus Point, but doing so doesn't allow you to cast further revelation spells. These effects last until you rest for 8 hours and make your daily preparations, at which point your curse returns to its basic state. At higher levels, you can grow to withstand your curse's major and even extreme effects, enabling you to cast more revelation spells without becoming overwhelmed.</p>\n<p>Your curse has the curse, divine, and necromancy traits. You can't mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, if your curse makes creatures @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] from you, you can't negate that concealed condition through a magic item or spell, such as <em>@UUID[Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh]</em> (though you would still benefit from the other effects of that item or spell). Likewise, <em>@UUID[Compendium.pf2e.spells-srd.OyFCwQuw8XRazsNr]</em> and similar spells don't affect your curse at all.</p>\n<h2>Oracle Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain an oracle class feat.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.</p>\n<h2>General Feats<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 4 levels thereafter, you gain a general feat.</p>\n<h2>Signature Spells<span style=\"float:right\">Level 3</span></h2>\n<p>Experience enables you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell level or lower). You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.</p>\n<h2>Skill Increases<span style=\"float:right\">Level 3</span></h2>\n<p>At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.</p>\n<p>At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.</p>\n<h2>Ability Boosts<span style=\"float:right\">Level 5</span></h2>\n<p>At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.</p>\n<h2>Ancestry Feats<span style=\"float:right\">Level 5</span></h2>\n<p>In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.</p>\n<h2>Expert Spellcaster<span style=\"float:right\">Level 7</span></h2>\n<p>The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.</p>\n<h2>Resolve<span style=\"float:right\">Level 7</span></h2>\n<p>You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.</p>\n<h2>Magical Fortitude<span style=\"float:right\">Level 9</span></h2>\n<p>Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.</p>\n<h2>Alertness<span style=\"float:right\">Level 11</span></h2>\n<p>You remain alert to threats around you. Your proficiency rank for Perception increases to expert.</p>\n<h2>Major Curse<span style=\"float:right\">Level 11</span></h2>\n<p>You've learned to better balance the conflicting powers wreaking havoc on your body. Immediately after completing the casting of a revelation spell while you are affected by your moderate curse, your curse progresses to its major effect, rather than overwhelming you. This effect lasts until you Refocus, which reduces your curse to its minor effect. If you cast a revelation spell while under the effects of your major curse, you are overwhelmed by your curse.</p>\n<p>In addition, increase the number of Focus Points in your focus pool from 2 to 3. If you spend at least 2 Focus Points before you again Refocus, you recover 2 Focus Points when you Refocus instead of 1.</p>\n<h2>Weapon Expertise<span style=\"float:right\">Level 11</span></h2>\n<p>You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.</p>\n<h2>Light Armor Expertise<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.</p>\n<h2>Lightning Reflexes<span style=\"float:right\">Level 13</span></h2>\n<p>Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.</p>\n<h2>Weapon Specialization<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.</p>\n<h2>Master Spellcaster<span style=\"float:right\">Level 15</span></h2>\n<p>You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.</p>\n<h2>Extreme Curse<span style=\"float:right\">Level 17</span></h2>\n<p>You have mastered a perilous balance between the conflicting divine powers of your mystery, gaining the power to change your fate, but straining both body and soul. When you cast a revelation spell while affected by your major curse, your curse intensifies to an extreme effect instead of overwhelming you. All mysteries share the same effects for their extreme curse.</p>\n<p>When affected by your extreme curse, you become @UUID[Compendium.pf2e.conditionitems.3uh1r86TzbQvosxv]{Doomed 2} (or increase your doomed condition by 2 if you were already doomed). Once every 10 minutes, when you fail an attack roll, skill or Perception check, or saving throw, you can reroll it and use the second result. The reroll has the fortune trait and doesn't require you to spend an action, meaning you can use the reroll even if you can't act. These effects are in addition to all the effects of your major curse, and they can't be removed by any means until you Refocus to reduce your curse to its minor effect.</p>\n<p>If you cast a revelation spell while under the effects of this extreme curse, you are overwhelmed by your curse, and you remain doomed 2 even if you Refocus.</p>\n<p>Additionally, if you spend at least 3 Focus Points before you again Refocus, you recover 3 Focus Points when you Refocus instead of 1.</p>\n<h2>Greater Resolve<span style=\"float:right\">Level 17</span></h2>\n<p>Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success instead. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.</p>\n<h2>Legendary Spellcaster<span style=\"float:right\">Level 19</span></h2>\n<p>You can harness divine power at a level few others can match. Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.</p>\n<h2>Oracular Clarity<span style=\"float:right\">Level 19</span></h2>\n<p>You now fully grasp the nature of the divine power behind your mystery, allowing you to work magic akin to miracles. Add two common 10th-level divine spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using oracle spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the @UUID[Compendium.pf2e.feats-srd.PExiZZTSP4p7TZaW] feat to gain a second slot.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"2lr3d":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":7,"name":"Resolve","uuid":"Compendium.pf2e.classfeatures.JQAujUXjczVnYDEI"},"4qdk7":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Mystery","uuid":"Compendium.pf2e.classfeatures.PRJYLksQEwT39bTl"},"5449e":{"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","level":1,"name":"Spell Repertoire (Oracle)","uuid":"Compendium.pf2e.classfeatures.cFe6vFb3gSDyNeS9"},"66mj3":{"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","level":3,"name":"Signature Spells","uuid":"Compendium.pf2e.classfeatures.VKRjmXxBFLrJK01c"},"68tsw":{"img":"systems/pf2e/icons/features/classes/legendary-spellcaster.webp","level":19,"name":"Legendary Spellcaster","uuid":"Compendium.pf2e.classfeatures.Hfaa7TuLn3nE8lr3"},"6ygi2":{"img":"systems/pf2e/icons/features/classes/oracular-clarity.webp","level":19,"name":"Oracular Clarity","uuid":"Compendium.pf2e.classfeatures.571c1aGnvNVwfF6b"},"7gbv8":{"img":"systems/pf2e/icons/features/classes/oracle-curse.webp","level":1,"name":"Oracular Curse","uuid":"Compendium.pf2e.classfeatures.ibX2EhKkyUtbOHLj"},"7lbdz":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":13,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"9dhwz":{"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","level":11,"name":"Weapon Expertise","uuid":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"},"am0mt":{"img":"systems/pf2e/icons/features/classes/revelation-spells.webp","level":1,"name":"Revelation Spells","uuid":"Compendium.pf2e.classfeatures.NXUOtO9NytHQurlg"},"d7d3y":{"img":"systems/pf2e/icons/features/classes/light-armor-expertise.webp","level":13,"name":"Light Armor Expertise","uuid":"Compendium.pf2e.classfeatures.pZYkb12t5DSwtts7"},"dmnaw":{"img":"systems/pf2e/icons/features/classes/major-curse.webp","level":11,"name":"Major Curse","uuid":"Compendium.pf2e.classfeatures.rrzItB68Er0DzKx7"},"dvsdr":{"img":"systems/pf2e/icons/features/classes/alertness.webp","level":11,"name":"Alertness","uuid":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"},"hi0gi":{"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","level":13,"name":"Lightning Reflexes","uuid":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"},"jtk8p":{"img":"systems/pf2e/icons/features/classes/extreme-curse.webp","level":17,"name":"Extreme Curse","uuid":"Compendium.pf2e.classfeatures.F4brPlp1tHGUqyuI"},"k3rbd":{"img":"systems/pf2e/icons/features/classes/magical-fortitude.webp","level":9,"name":"Magical Fortitude","uuid":"Compendium.pf2e.classfeatures.70jqXP2eS4tRZ0Ok"},"n1uo5":{"img":"systems/pf2e/icons/features/classes/expert-spellcaster.webp","level":7,"name":"Expert Spellcaster","uuid":"Compendium.pf2e.classfeatures.cD3nSupdCvONuHiE"},"oiyzz":{"img":"systems/pf2e/icons/features/classes/divine-spellcasting.webp","level":1,"name":"Divine Spellcasting (Oracle)","uuid":"Compendium.pf2e.classfeatures.7AVspOB6ITNzGFZi"},"rlujn":{"img":"systems/pf2e/icons/features/classes/greater-resolve.webp","level":17,"name":"Greater Resolve","uuid":"Compendium.pf2e.classfeatures.5LOARurr4qWkfS9K"},"wpam7":{"img":"systems/pf2e/icons/features/classes/master-spellcaster.webp","level":15,"name":"Master Spellcaster","uuid":"Compendium.pf2e.classfeatures.l1InYvhnQSz6Ucxc"}},"keyAbility":{"value":["cha"]},"perception":1,"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.proficiencies.traditions.divine.rank","value":{"brackets":[{"end":6,"start":1,"value":1},{"end":14,"start":7,"value":2},{"end":18,"start":15,"value":3},{"start":19,"value":4}],"field":"actor|system.details.level.value"}}],"savingThrows":{"fortitude":1,"reflex":1,"will":2},"skillFeatLevels":{"value":[2,4,6,8,10,12,14,16,18,20]},"skillIncreaseLevels":{"value":[3,5,7,9,11,13,15,17,19]},"slug":"oracle","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedSkills":{"additional":3,"value":["rel"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"U7l1fb9oSGa5DNjN","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.PRJYLksQEwT39bTl"},"pf2e":{"itemGrants":{"tempest":{"id":"WlQYVZKX2y2TM8wS","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Mystery","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Choose the divine mystery that fuels your mystical power.</p>\n<p>Your mystery might represent a pantheistic devotion to all the deities with power over the subject of your mystery, veneration of a particular ideal, or a conduit to raw divine energy. Whatever its origin and nature, your mystery determines the revelation spells you can cast and the oracular curse that overtakes your body when you do. You learn skills related to that mystery, gain access to a cantrip, and gain a special benefit drawn from the combined divine knowledge and experience of your mystery.</p>\n<hr />\n<ul>\n<li>@UUID[Compendium.pf2e.classfeatures.qvRlih3u7vK3FYUR]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.gjOGOR30Czpnx3tM]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.IaxmCkdsPlA52spu]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.RI2EMRBBPNSoTJXu]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.GTSvbFb36InvuH0w]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.o1gGG36wpn9mxeop]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.tZBb3Kh4nJcNoUFI]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.W9cF7wZztLDb1WGY]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.EslxR2sbDK9XJaAl]</li>\n<li>@UUID[Compendium.pf2e.classfeatures.tzDW9l4lBwXCVYtz]</li>\n</ul>\n<h3>Reading a Mystery Entry</h3>\n<p>A mystery entry contains the following information, followed by a description of that mystery's curse.</p>\n<p><strong>Mystery Benefit</strong> The mystery benefit is a special ability (or abilities) you gain from your mystery.</p>\n<p><strong>Trained Skill</strong> You become trained in the listed skill. A few mysteries make you trained in more than one skill.</p>\n<p><strong>Granted Cantrip</strong> You automatically add this cantrip to your spell repertoire, in addition to those you gain through divine spellcasting.</p>\n<p><strong>Revelation Spells</strong> You automatically gain your mystery's initial revelation spell at 1st level and can gain more by selecting the @UUID[Compendium.pf2e.feats-srd.FPVe3o7YctBicSQa], @UUID[Compendium.pf2e.feats-srd.HSW3N9pfHhM7upRB], and @UUID[Compendium.pf2e.feats-srd.2HeRmbcHcsRMccir] oracle feats.</p>\n<p><strong>Related Domains</strong> These are the cleric domains associated with your mystery. You select one initial domain spell from one of these domains at 1st level, which you can cast as a revelation spell with the cursebound trait.</p>"},"level":{"value":1},"location":"l2LERipWSztMCaGA","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"1st-level Oracle class feature","predicate":["item:level:1","item:trait:oracle","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.qvRlih3u7vK3FYUR"},{"value":"Compendium.pf2e.classfeatures.gjOGOR30Czpnx3tM"},{"value":"Compendium.pf2e.classfeatures.IaxmCkdsPlA52spu"},{"value":"Compendium.pf2e.classfeatures.RI2EMRBBPNSoTJXu"},{"value":"Compendium.pf2e.classfeatures.GTSvbFb36InvuH0w"},{"value":"Compendium.pf2e.classfeatures.o1gGG36wpn9mxeop"},{"value":"Compendium.pf2e.classfeatures.tZBb3Kh4nJcNoUFI"},{"value":"Compendium.pf2e.classfeatures.W9cF7wZztLDb1WGY"},{"value":"Compendium.pf2e.classfeatures.EslxR2sbDK9XJaAl"},{"value":"Compendium.pf2e.classfeatures.tzDW9l4lBwXCVYtz"}],"flag":"mystery","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Oracle.Mystery.Prompt","selection":"Compendium.pf2e.classfeatures.W9cF7wZztLDb1WGY"},{"flag":"tempest","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.mystery}"}],"slug":"mystery","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"sQPLheoMeZ0GwxoP","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7AVspOB6ITNzGFZi"},"pf2e":{"itemGrants":{"castASpell":{"id":"XeY8Oq1QnxqEEAus","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/divine-spellcasting.webp","name":"Divine Spellcasting (Oracle)","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your mystery provides you with divine magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. your unconventional access to this divine power means you can usually replace material components with somatic components, so you don't need to use a material component pouch when casting spells.</p>\n<p>At 1st level, you can cast up to two 1st-level spells per day. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as an oracle, your number of spells per day increases, as does the highest level of spell you can cast.</p>\n<p>Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.</p>"},"level":{"value":1},"location":"l2LERipWSztMCaGA","prerequisites":{"value":[]},"rules":[{"flag":"castASpell","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"}],"slug":"divine-spellcasting-oracle","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FJK94jx3YOH58fnB","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ibX2EhKkyUtbOHLj"}},"img":"systems/pf2e/icons/features/classes/oracle-curse.webp","name":"Oracular Curse","sort":200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies can also provide you with divine benefits.</p>\n<p>The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast revelation spells, your curse intensifies, first to a minor effect and then to a moderate effect.</p>\n<p>Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. The minor effect continues to affect you, though some moderate curse effects might alter the specifics of your minor curse. At higher levels, you can cast more revelation spells, progressing your curse to its major stage and then an extreme stage; these stronger curses are cumulative with the effects of the lower stages and can alter them. When you Refocus while under the effects of your moderate or stronger curse, you reduce your curse's severity to minor in addition to regaining a Focus Point.</p>\n<p>Drawing upon your mystery's power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a revelation spell while under the moderate effect of your curse, you are overwhelmed. While overwhelmed, you can't Cast or Sustain any revelation spells-you effectively lose access to those spells. You can still Refocus to reduce the effects of your curse and regain a Focus Point, but doing so doesn't allow you to cast further revelation spells. These effects last until you rest for 8 hours and make your daily preparations, at which point your curse returns to its basic state. At higher levels, you can grow to withstand your curse's major and even extreme effects, enabling you to cast more revelation spells without becoming overwhelmed.</p>\n<p>Your curse has the curse, divine, and necromancy traits. You can't mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, if your curse makes creatures concealed from you, you can't negate that concealed condition through a magic item or spell, such as true strike (though you would still benefit from the other effects of that item or spell). Likewise, remove curse and similar spells don't affect your curse at all.</p>"},"level":{"value":1},"location":"l2LERipWSztMCaGA","prerequisites":{"value":[]},"rules":[],"slug":"oracular-curse","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"NNeCDF7icDQM9IVG","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.NXUOtO9NytHQurlg"}},"img":"systems/pf2e/icons/features/classes/revelation-spells.webp","name":"Revelation Spells","sort":300,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The powers of your mystery manifest in the form of revelation spells, which are a type of focus spell. Casting a revelation spell costs 1 Focus Point and increases the effects of your @UUID[Compendium.pf2e.classfeatures.ibX2EhKkyUtbOHLj]. You start with a focus pool of 2 Focus Points. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to reconcile the conflicting or unconventional nature of your divine mystery.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots (see @UUID[Compendium.pf2e.classfeatures.7AVspOB6ITNzGFZi]). Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.</p>\n<p>Revelation spells have the cursebound trait, unlike other focus spells. This trait means they increase the severity of your oracular curse (see below) when cast. You can't cast a cursebound spell if you don't have an oracular curse.You learn two revelation spells at 1st level. The first is an initial revelation spell determined by your mystery. The second is an initial domain spell you select from one of the domains associated with your mystery, which you cast as a revelation spell, causing it to gain the cursebound trait.</p>"},"level":{"value":1},"location":"l2LERipWSztMCaGA","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":9,"value":2}],"slug":"revelation-spells","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8xiiUrlOji2iLWdM","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.cFe6vFb3gSDyNeS9"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","name":"Spell Repertoire (Oracle)","sort":400,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the divine spell list, or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.</p>\n<p>You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.</p>\n<p>Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.</p>\n<h3 class=\"title\"><strong>Swapping Spells in your Repertoire</strong></h3>\n<p>As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.</p>"},"level":{"value":1},"location":"l2LERipWSztMCaGA","prerequisites":{"value":[]},"rules":[],"slug":"spell-repertoire-oracle","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"uCLxX6GqYq0CkP1O","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.VKRjmXxBFLrJK01c"}},"img":"systems/pf2e/icons/features/classes/signature-spells-sorcerer.webp","name":"Signature Spells","sort":1500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Experience enables you to cast some spells more flexibly.</p>\n<p>For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell level or lower).</p>\n<p>You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.</p>"},"level":{"value":3},"location":"l2LERipWSztMCaGA","prerequisites":{"value":[]},"rules":[],"slug":"signature-spells","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard","oracle","psychic","sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"WlQYVZKX2y2TM8wS","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.W9cF7wZztLDb1WGY"},"pf2e":{"grantedBy":{"id":"U7l1fb9oSGa5DNjN","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/tempest-mystery.webp","name":"Tempest","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle's mystery, a source of divine magic not beholden to any deity.</p>\n<p>Your mystery might represent a pantheistic devotion to all the deities with power over the subject of your mystery, veneration of a particular ideal, or a conduit to raw divine energy. Whatever its origin and nature, your mystery determines the revelation spells you can cast and the oracular curse that overtakes your body when you do. You learn skills related to that mystery, gain access to a cantrip, and gain a special benefit drawn from the combined divine knowledge and experience of your mystery.</p>\n<p>The fury of the wind and waves pounds in your heart, whether your power flows from natural storms, a conduit to the elemental Planes of Air and Water, or through reverence of deities such as Gozreh, the tengu god of storms Hei Feng, the demon lord Dagon, or the elemental lords of air and water.</p>\n<p><strong>Mystery Benefit</strong></p>\n<p>You can see perfectly through wind and water, and you send electric charges through both air and water. You never take penalties to Perception from wind, rain, fog, or other precipitation, or from looking through water or being underwater, and such conditions don't cause anything to be concealed from you.</p>\n<p>When you deal physical damage with a non-cantrip air or water spell, you deal an additional 1 electricity damage per spell level.</p>\n<p><strong>Trained Skill</strong> Nature</p>\n<p><strong>Granted Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.kBhaPuzLUSwS6vVf]</em></p>\n<p><strong>Revelation Spells</strong></p>\n<ul>\n<li>Initial <em>@UUID[Compendium.pf2e.spells-srd.EzB9i7R6aBRAtJCh]</em>;</li>\n<li>Advanced <em>@UUID[Compendium.pf2e.spells-srd.LFSwMtQVP05EzlZe]</em>;</li>\n<li>Greater <em>@UUID[Compendium.pf2e.spells-srd.zhqnMOVPzVvWSUbC]</em></li>\n</ul>\n<p><strong>Related Domains</strong> Air, Water</p>\n<h3>Curse of the Perpetual Storm</h3>\n<p>@UUID[Compendium.pf2e.feat-effects.I0g5oaSwaqZ8fFAV]</p>\n<p>You are the center of your own tiny tempest, ever surrounded by wind and rain that worsens the more you tap into your elemental powers. Even when you are calm and at rest, your hair and clothing are blown about by gentle winds, you are slightly damp, and your touch often comes with a static shock.</p>\n<h4>Minor Curse</h4>\n<p>An aura of a whirling storm whips up in a @Template[type:emanation|distance:5] around you and in your space. The aura puts out small non-magical fires 1 round after they're lit or brought into your aura.</p>\n<p>Electrical energy builds up within your storm, turning you into a lightning rod; you gain weakness 2 to electricity, and electricity spells or effects that have additional effects for a creature wearing or holding metal treat you as though you were wearing metal.</p>\n<h4>Moderate Curse</h4>\n<p>Your minor curse's aura expands to a @Template[type:emanation|distance:10] and carries rain on the winds. The whirling winds impose a -2 circumstance penalty on ranged attack rolls using physical ammunition that target you or originate from you.</p>\n<p>Your weakness to electricity increases to 5 or half your level, whichever is greater, but torrential rain grants you an equal amount of fire resistance.</p>\n<h4>Major Curse (11th)</h4>\n<p>Your minor curse's aura expands to a @Template[type:emanation|distance:15] and grows stronger. High winds blowing outward in the aura impede creatures' progress. The aura is difficult terrain for Large and smaller creatures on the ground, and for Huge or smaller flying creatures. You aren't affected by this difficult terrain.</p>\n<p>The electricity arcing through you becomes dangerous. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes [[/r 1d6[electricity]]] damage. As normal, this doesn't affect creatures you touch.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.nat.rank","value":1},{"damageType":"electricity","key":"FlatModifier","predicate":["class:oracle","item:spell-slot","damaging-effect","item:damage:physical",{"or":["air","water"]}],"selector":"spell-damage","value":"@spell.level"}],"slug":"tempest","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"XeY8Oq1QnxqEEAus","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"},"pf2e":{"grantedBy":{"id":"sQPLheoMeZ0GwxoP","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Cast a Spell","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":null,"description":{"value":"<p>You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.</p>\n<p>Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, \"[reaction] verbal.\"</p>\n<p><strong>Long Casting</strong> Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted.</p>\n<p><strong>Spell Components</strong> Each spell lists the spell components required to cast it after the action icons or text, such as \"[three-actions] material, somatic, verbal.\" The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.</p>\n<ul>\n<li>Material (manipulate)</li>\n<li>Somatic (manipulate)</li>\n<li>Verbal (concentrate)</li>\n<li>Focus (manipulate)</li>\n</ul>\n<p><strong>Disrupted and Lost Spells</strong> Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg] action, the spell immediately ends.</p>"},"requirements":{"value":""},"rules":[],"slug":"cast-a-spell","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"zzJLHah9rHpVpFEQ","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR"}},"img":"systems/pf2e/icons/spells/shield.webp","name":"Shield","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.</p>\n<p>While the spell is in effect, you can use the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the <em>@UUID[Compendium.pf2e.spells-srd.gKKqvLohtrSJj3BM]</em> spell.</p>\n<p>Heightening the spell increases the shield's Hardness.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.Jemq5UknGdMO7b73]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.QF6RDlCoTvkVHRo4]</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The shield has Hardness 10.</p>\n<p><strong>Heightened (5th)</strong> The shield has Hardness 15.</p>\n<p><strong>Heightened (7th)</strong> The shield has Hardness 20.</p>\n<p><strong>Heightened (9th)</strong> The shield has Hardness 25.</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shield","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["cantrip","force"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"HLx6SAtQNVDynr5Q","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":0,"system":{"baseItem":null,"containerId":"7htbsol0azrtzep9","description":{"value":"<p>A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":0},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"cp":1}},"quantity":5,"rules":[{"key":"TokenLight","predicate":["lit-torch"],"value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"category":"simple","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d4"}},"key":"Strike","otherTags":["improvised"]},{"damageType":"fire","key":"FlatModifier","predicate":["lit-torch"],"selector":"{item|_id}-damage","value":1},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.LitTorch","option":"lit-torch","toggleable":true},{"key":"TokenEffectIcon","predicate":["lit-torch"],"value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"A07d6lREwZgNkI3k","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Faerie Fire (Level 2)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"scroll"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.HRb2doyaLtaoCfi3]</em></p><hr /><p>Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.</p>\n<p>To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one 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).</p>\n<p>Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":12}},"quantity":1,"rules":[],"size":"med","slug":"scroll-of-2nd-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.HRb2doyaLtaoCfi3"}},"img":"systems/pf2e/icons/spells/faerie-fire.webp","name":"Faerie Fire","sort":0,"system":{"ability":{"value":""},"area":{"type":"burst","value":10},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] while affected by faerie fire. If the creatures are @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML], they are Concealed while affected by faerie fire, rather than being @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf].</p>"},"duration":{"value":"5 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"faerie-fire","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["light"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","divine","occult","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"27uHmejfTlXzA7Ek","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Restoration (Level 2)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"scroll"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.SnaLVgxZ9ryUFmUr]</em></p><hr /><p>Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.</p>\n<p>To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one 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).</p>\n<p>Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":12}},"quantity":1,"rules":[],"size":"med","slug":"scroll-of-2nd-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.SnaLVgxZ9ryUFmUr"}},"img":"systems/pf2e/icons/spells/restoration.webp","name":"Restoration","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.</p>\n<ul>\n<li><strong>Lessen a Toxin</strong> Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.</li>\n<li><strong>Reduce a Condition</strong> Reduce the value of the target's @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm], @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7], or @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg] condition by 2. You can instead reduce two of the listed conditions by 1 each.</li>\n</ul>\n<hr />\n<p><strong>Heightened (4th)</strong> Add @UUID[Compendium.pf2e.conditionitems.4D2KBtexWXa6oUMR] to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's @UUID[Compendium.pf2e.conditionitems.3uh1r86TzbQvosxv] value by 1. You can't use this to reduce a permanent Doomed condition.</p>\n<p><strong>Heightened (6th)</strong> As the 4th-level restoration, but you can reduce a permanent Doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"restoration","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1 minute"},"traditions":{"value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["healing"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","divine","occult","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"1rc5bFB8pA6RaJbo","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UJWiN0K3jqVjxvKk"}},"img":"systems/pf2e/icons/equipment/wands/magic-wands/magic-wand.webp","name":"Wand of Heal (Level 1)","sort":0,"system":{"autoDestroy":{"value":false},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"wand"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em></p><hr /><p>This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.</p>\n<p><strong>Activate</strong> Cast a Spell</p>\n<p><strong>Frequency</strong> once per day, plus overcharge</p>\n<hr />\n<p><strong>Effect</strong> You Cast the Spell at the indicated level.</p>\n<p><strong>Craft Requirements</strong> Supply a listed-level casting of the spell.</p>\n<hr />\n<p><em>Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.</em></p>"},"equipped":{"carryType":"worn"},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":3},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":60}},"quantity":1,"rules":[],"size":"med","slug":"magic-wand-1st-level-spell","source":{"value":"Pathfinder Core Rulebook"},"spell":{"_id":null,"flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs"}},"img":"systems/pf2e/icons/spells/heal.webp","name":"Heal","sort":0,"system":{"ability":{"value":""},"area":{"details":"varies","type":"emanation","value":30},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":false,"verbal":false},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"positive"},"value":"1d8"}}},"description":{"value":"<p>You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>\n<p><span class=\"pf2-icon\">1</span> <strong>(somatic)</strong> The spell has a range of touch.</p>\n<p><span class=\"pf2-icon\">2</span> <strong>(verbal, somatic)</strong> The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8</p>\n<p><span class=\"pf2-icon\">3</span> <strong>(material, somatic, verbal)</strong> You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d8"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"heightenedLevel":1,"value":""},"materials":{"value":""},"overlays":{"37gy7l19tik74o4s":{"_id":"37gy7l19tik74o4s","name":"Heal (vs. Living)","overlayType":"override","sort":2,"system":{"area":{"areaType":"","value":""},"components":{"somatic":true,"verbal":true},"damage":{"value":{"0":{"value":"1d8+8"}}},"heightenedLevel":{},"heightening":{"damage":{"0":"1d8+8"}},"range":{"value":"30 feet"},"save":{"basic":"","value":""},"time":{"value":"2"}}},"7qdtetowq348s9oc":{"_id":"7qdtetowq348s9oc","overlayType":"override","sort":1,"system":{"area":{"areaType":"","value":""},"components":{"somatic":true},"heightenedLevel":{},"range":{"value":"touch"},"time":{"value":"1"}}},"7vbvdrv2cl87sqta":{"_id":"7vbvdrv2cl87sqta","overlayType":"override","sort":4,"system":{"components":{"material":true,"somatic":true,"verbal":true},"heightenedLevel":{},"range":{"value":""},"target":{"value":"all living and undead creatures"},"time":{"value":"3"}}},"lfxcoz2d3f8j2zq1":{"_id":"lfxcoz2d3f8j2zq1","name":"Heal (vs. Undead)","overlayType":"override","sort":3,"system":{"area":{"areaType":"","value":""},"components":{"somatic":true,"verbal":true},"heightenedLevel":{},"range":{"value":"30 feet"},"spellType":{"value":"save"},"target":{"value":"1 undead"},"time":{"value":"2"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"varies"},"rules":[],"save":{"basic":"basic","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 willing living creature or 1 undead"},"time":{"value":"1 to 3"},"traditions":{"custom":"","value":["divine","primal"]},"traits":{"rarity":"common","value":["healing","positive"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["magical","wand","divine","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"HrEVviRMrFNNoY2j","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Fr58LDSrbndgld9n"}},"img":"systems/pf2e/icons/spells/resist-energy.webp","name":"Resist Energy","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.con2Hzt47JjpuUej]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The resistance increases to 10, and you can target up to two creatures.</p>\n<p><strong>Heightened (7th)</strong> The resistance increases to 15, and you can target up to five creatures.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"4":{"target":{"value":"2 creatures"}},"7":{"target":{"value":"5 creatures"}}},"type":"fixed"},"level":{"value":2},"location":{"heightenedLevel":2,"value":"RFs7YHi21Xa5mONx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"resist-energy","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"}],"name":"Korakai (Level 5)","prototypeToken":{"name":"Korakai","texture":{"src":"systems/pf2e/icons/iconics/Korakai.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":61},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["cha","str","dex","wis"],"5":["cha","str","dex","con"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"N"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":5},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","fame":0,"levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":3},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":2},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":[]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.iconics.zLOVCrRwZhL46vLI"}}}