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{"_id":"1NE3CrEExL2QZvEk","img":"systems/pf2e/icons/default-icons/familiar.svg","items":[{"_id":"HJD5p92q3pfpQOJU","flags":{"core":{"sourceId":"Compendium.pf2e.familiar-abilities.K5OLRDsGCfPZ6mO6"}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Damage Avoidance: Reflex","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"familiar","description":{"value":"<p>It takes no damage when it succeeds at Reflex saves; this doesn't prevent effects other than damage.</p>"},"requirements":{"value":""},"rules":[],"slug":"damage-avoidance-reflex","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"jpQUrZB9FWukXxMu","flags":{"core":{"sourceId":"Compendium.pf2e.familiar-abilities.cT5octWchU4gjrhP"}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Manual Dexterity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"familiar","description":{"value":"<p>It can use up to two of its limbs as if they were hands to use manipulate actions.</p>"},"requirements":{"value":""},"rules":[],"slug":"manual-dexterity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"0sbLtdrAXZ2rEgdB","flags":{"core":{"sourceId":"Compendium.pf2e.familiar-abilities.57b8u8s3fV0UCrgJ"}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Plant Form","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"familiar","description":{"value":"<p>Your plant familiar can change shape as a single action, transforming into a Tiny plant of a type roughly similar to the familiar's nature. This otherwise uses the effects of <em>tree shape</em>. You must have a familiar with the plant trait, such as a leshy, to select this ability.</p>"},"requirements":{"value":""},"rules":[],"slug":"plant-form","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"2rQAwqxPVNKOmsWp","flags":{"core":{"sourceId":"Compendium.pf2e.familiar-abilities.zyMRLQnFCQVpltiR"}},"img":"systems/pf2e/icons/actions/Passive.webp","name":"Speech","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"familiar","description":{"value":"<p>It understands and speaks a language you know.</p>"},"requirements":{"value":""},"rules":[],"slug":"speech","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"}],"name":"Twinsprout","system":{"attributes":{"hp":{"temp":0,"value":0}},"details":{"creature":{"value":""}},"master":{"ability":"wis","id":""},"resources":{},"schema":{"version":0.84,"lastMigration":null}},"type":"familiar","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.1NE3CrEExL2QZvEk"}}}
{"_id":"2ExvSAlBFtPbHTNk","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/leshy.svg","items":[{"_id":"zORfedT5APOKKg6A","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Espionage 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":"My64Z7DhNb05sdN3","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Labor 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":"PTE91mHYzOAiaN4i","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.cdhgByGG1WtuaK73"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/leshy.svg","name":"Leshy","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","elven","gnomish","goblin","halfling","undercommon"]},"boosts":{"0":{"value":["con"]},"1":{"value":["wis"]},"2":{"selected":"cha","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Guardians and emissaries of the environment, leshies are immortal spirits of nature temporarily granted a physical form.</em></p>\n<hr />\n<p>Leshies are 'born' when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, and so they do not depend upon these druids for care, though</p>\n<p>Not all leshies have a strong enough spirit to strike off completely on their own, however. Weaker nature spirits can form only tenuous bonds that are just strong enough to animate Tiny bodies. These spirits become leshy familiars, acting as companions to their druid creators. Independent leshies are often protective of such leshy familiars, advocating for them to be treated with dignity and respect.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Act as a traveling agent for natural guardians who are unable to leave their territories.</li>\n<li>Encourage civilizations you encounter to cooperate with nature and build their cities in ecologically friendly ways.</li>\n<li>Become attached to new friends you make on your journeys.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Think of you as a curiosity due to your spiritual origins.</li>\n<li>Judge you by your looks, treating you sweetly if you are cute or reacting with horror if you are frightening.</li>\n<li>Assume you know only about nature and are unfamiliar with civilization and society.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Due to the nature of the ritual used to create a leshy, leshies begin their lives as adults. As spirits, they do not age, and a leshy could potentially remain in the same vessel forever—though leshies rarely consider this outcome to be desirable.</p>\n<h2>Society</h2>\n<p>Though guardian leshies often congregate, traveling leshies are not naturally drawn to others of their own kind. To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. A betrayed leshy might not directly attack those who slight them, but they might withdraw support at a critical moment or leave their betrayers to get lost in the wilderness.</p>\n<p>Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though those familiar with leshies know that this predisposition is far from absolute. Leshies often take pride in their own appearances and appreciate beauty of all kinds in others, but they rarely form judgments based on physical appearance. Leshies' genders are determined by the spirits that inhabit their bodies. Leshies tend to gravitate toward plant bodies that match their genders. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely.</p>\n<h2>Alignment and Religion</h2>\n<p>A leshy can be of any alignment, depending on what spirit inhabits their body, but their outlook often includes a neutral element. Religion is not particularly significant to most leshies. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature that act as regional guardians.</p>\n<h2>Adventurers</h2>\n<p>Some backgrounds are particularly suitable for adventuring leshies, especially those backgrounds with a tie to the natural world, such as hunter, nomad, or scout. Nature-themed classes such as druid and ranger are popular choices for leshies. As druids, leshies gravitate toward the leaf order. Bard is also a good fit for leshies with a love of storytelling; such leshies often inhabit vine leshy bodies.</p>\n<h2>Names</h2>\n<p>Leshies choose and change their names multiple times throughout their lives. These names often represent a facet of their personalities or values, though another common naming convention is to use descriptions of a natural feature they admire. Some leshies even use a cycle of names that changes to align with natural phenomena, such as names based upon the season or the time of day.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Leshy 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, Wisdom, Free</p>\n<p><strong>Ability Flaw</strong> Intelligence</p>\n<p><strong>Languages</strong> Common, Sylvan</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Undercommon, 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>Plant Nourishment</strong> You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).</p>"},"flaws":{"0":{"value":["int"]}},"hp":8,"items":{"32oz7":{"img":"systems/pf2e/icons/features/ancestry/plant-nourishment.webp","level":"1","name":"Plant Nourishment","uuid":"Compendium.pf2e.ancestryfeatures.Sm3tKetM6kddTio3"}},"languages":{"custom":"","value":["common","sylvan"]},"reach":5,"rules":[],"size":"sm","slug":"leshy","source":{"value":"Pathfinder Lost Omens: Character Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["leshy","plant"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"SDxXiiQNu5UeoCFF","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.Sm3tKetM6kddTio3"}},"img":"systems/pf2e/icons/features/ancestry/plant-nourishment.webp","name":"Plant Nourishment","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).</p>"},"level":{"value":0},"location":"PTE91mHYzOAiaN4i","prerequisites":{"value":[]},"rules":[],"slug":"plant-nourishment","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":["leshy"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"SaP99yy663lt87MC","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.dQqurQys37aJYb26"}},"img":"systems/pf2e/icons/features/ancestry/leafy-leshy.webp","name":"Leaf Leshy","sort":0,"system":{"ancestry":{"name":"Leshy","slug":"leshy","uuid":"Compendium.pf2e.ancestries.cdhgByGG1WtuaK73"},"description":{"value":"<p>Your body is made mostly from natural foliage, and like a leaf tumbling from a tree, you land from falls with particular grace. You take no damage from falling, regardless of the distance you fall.</p>"},"rules":[],"slug":"leaf-leshy","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"YcNYBvZQFCUMJ0uI","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.UdOUj7i8XGTI72Zc"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Servant","sort":0,"system":{"boosts":{"0":{"selected":"cha","value":["cha","dex"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you're adventuring for a change and finding that in this new role, the skills you've learned now serve you.</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 Society skill and the Labor Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.yUuU9xyotrpwpTyC] skill feat.</p>"},"items":{"z7jfd":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Read Lips","uuid":"Compendium.pf2e.feats-srd.yUuU9xyotrpwpTyC"}},"rules":[],"slug":"servant","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedLore":"Labor Lore","trainedSkills":{"value":["soc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"O7PezP0ERYZvwd50","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":"YcNYBvZQFCUMJ0uI","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":"tQ3iwDQWulpEvA5d","flags":{"core":{"sourceId":"Compendium.pf2e.classes.3gweRQ5gn7szIWAv"}},"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":{"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":"Beee0KpUYxuq93LV","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.AIOBWGOS4nkfH3kW"},"pf2e":{"itemGrants":{"polymath":{"id":"RNneZASmaL4ThYri","onDelete":"detach"}}}},"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":"tQ3iwDQWulpEvA5d","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.y0jGimYdMGDJWrEq"},{"flag":"polymath","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.muses}"}],"slug":"muses","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7qoVi3ZrqqMjcMIs","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.s0VbbQJNlSgPocui"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/musical-instrument-handheld.webp","name":"Composition Spells","sort":100,"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":"tQ3iwDQWulpEvA5d","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":10,"value":1}],"slug":"composition-spells","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{},"value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Xm4sHEBBSjKQz60c","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.fEOj0eOBe34qYdAa"}},"img":"systems/pf2e/icons/features/classes/occult-spellcasting.webp","name":"Occult Spellcasting","sort":200,"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":"tQ3iwDQWulpEvA5d","prerequisites":{"value":[]},"rules":[],"slug":"occult-spellcasting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"SWCJzQwLCooMYhyY","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.6FsusoMYxxjyIkVh"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","name":"Spell Repertoire (Bard)","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 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":"tQ3iwDQWulpEvA5d","prerequisites":{"value":[]},"rules":[],"slug":"spell-repertoire-bard","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"OuS0R0GdCG1epzMx","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.TUOeATt52P43r5W0"}},"img":"systems/pf2e/icons/features/classes/lightning-reflexes.webp","name":"Lightning Reflexes","sort":1200,"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":"tQ3iwDQWulpEvA5d","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":"Y8ekYHH1uztdb9WF","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":"tQ3iwDQWulpEvA5d","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":"xvCA2Eus0ksxqfWV","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jBp91q4uzwd4FeSX"},"pf2e":{"grantedBy":{"id":"RNneZASmaL4ThYri","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Versatile Performance","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"polymath muse"}]},"rules":[],"slug":"versatile-performance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"RNneZASmaL4ThYri","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.y0jGimYdMGDJWrEq"},"pf2e":{"grantedBy":{"id":"Beee0KpUYxuq93LV","onDelete":"cascade"},"itemGrants":{"versatilePerformance":{"id":"xvCA2Eus0ksxqfWV","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/polymath.webp","name":"Polymath","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your muse is a jack of all trades, flitting between skills and pursuits. If it's is a creature, it might be an eclectic creature like a fey; if a deity, it might be Desna or Calistria. As a bard with a polymath muse, you are interested in a wide array of topics but rarely dedicated to any one, and you rarely make up your mind-you want to try everything. You gain the @UUID[Compendium.pf2e.feats-srd.jBp91q4uzwd4FeSX] feat and add <em>@UUID[Compendium.pf2e.spells-srd.xqmHD8JIjak15lRk]</em> to your spell repertoire.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"versatilePerformance","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.jBp91q4uzwd4FeSX"}],"slug":"polymath","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"3W33XDksuIs1TJXZ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.GYdLf1LhvSUeu95Y"},"pf2e":{"itemGrants":{"shamelessRequest":{"id":"K3uBQOyDJb4Z07Vn","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Harmlessly Cute","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the @UUID[Compendium.pf2e.feats-srd.KIK2Eza9TK47MEb2] skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll Deception for initiative.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":["deception"],"selector":"initiative","type":"circumstance","value":1},{"flag":"shamelessRequest","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.KIK2Eza9TK47MEb2"}],"slug":"harmlessly-cute","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":["leshy"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"K3uBQOyDJb4Z07Vn","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.KIK2Eza9TK47MEb2"},"pf2e":{"grantedBy":{"id":"3W33XDksuIs1TJXZ","onDelete":"cascade"}}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Shameless Request","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.</p>"},"level":{"value":7},"location":null,"prerequisites":{"value":[{"value":"master in Diplomacy"}]},"rules":[],"slug":"shameless-request","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Y4UXdD9irraqb9Sk","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.zNxbsYgQgPVxdTLV"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Lion Blade Dedication","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Access</strong> You are from Taldor.</p>\n<hr />\n<p>Your lion blade spy training helps you conceal yourself and your identity. You become trained in your choice of Deception or Stealth and in Espionage Lore; if you were already trained, you become an expert instead. You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size.</p>\n<hr />\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the @UUID[Compendium.pf2e.journals.vx5FGEG34AxI2dow.JournalEntryPage.COTDddn4psjIoWry]{Lion Blade} archetype.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[{"value":"member of the Lion Blades"},{"value":"trained in Performance"}]},"rules":[],"slug":"lion-blade-dedication","source":{"value":"Pathfinder Lost Omens: World Guide"},"traits":{"rarity":"uncommon","value":["archetype","dedication"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"nh9nPZjLe7B7Bdw7","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.P9HCz0uR6xPHuw72"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Multilingual","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.</p>\n<p><strong>Special</strong> You can select this feat multiple times. Each time, you learn additional languages.</p>"},"level":{"value":1},"location":"skill-2","maxTakable":null,"prerequisites":{"value":[{"value":"trained in Society"}]},"rules":[],"slug":"multilingual","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"W8BUNYVOA92kUneN","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":"lWMIXYXKNNuVgWjR","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":{"value":"spontaneous"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"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":2,"prepared":[],"value":2},"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":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"ihP3gEFP66LUrqF5","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Occult Focus Spells","sort":0,"system":{"ability":{"value":"cha"},"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":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"5ApDw7pB65mxGOD5","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":"ihP3gEFP66LUrqF5"},"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":"MXl0jy0e4GQDv5ja","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WILXkjU5Yq3yw10r"}},"img":"systems/pf2e/icons/spells/counter-performance.webp","name":"Counter Performance","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":60},"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"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":"ihP3gEFP66LUrqF5"},"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","fortune","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"RgIcDji9RbhMPALV","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},"heightening":{"levels":{"3":{"range":{"value":"60 feet"}},"5":{"range":{"value":"120 feet"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"lWMIXYXKNNuVgWjR"},"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":"txi2Cv4EwKIKKTDt","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":"lWMIXYXKNNuVgWjR"},"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":"W3rBGeWJpiPtmQg1","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":"lWMIXYXKNNuVgWjR"},"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":"jslWTe5S6y3QMgIC","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":"lWMIXYXKNNuVgWjR"},"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":"Wsz5usOtOMF1Hjd7","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":"lWMIXYXKNNuVgWjR"},"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":"4qjORcFy0XMnFkFM","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.aIHY2DArKFweIrpf"}},"img":"systems/pf2e/icons/spells/command.webp","name":"Command","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 shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the @UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D] condition), release what it's holding, drop @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60], or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save.</p>\n<hr /><strong>Success</strong> The creature is unaffected.\n<p><strong>Failure</strong> For the first action on its next turn, the creature must use a single action to do as you command.</p>\n<p><strong>Critical Failure</strong> The target must use all its actions on its next turn to obey your command.</p>\n<hr /><strong>Heightened (5th)</strong> You can target up to 10 creatures."},"duration":{"value":"until the end of the target's next turn"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"5":{"target":{"value":"10 creatures"}}},"type":"fixed"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"lWMIXYXKNNuVgWjR"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"command","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":["auditory","linguistic","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"0beId2ikVF4iaeNl","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":"lWMIXYXKNNuVgWjR"},"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":"B7KjWdfPEIatru74","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":{"heightenedLevel":1,"value":"lWMIXYXKNNuVgWjR"},"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":"y3zvGRdt1QgFQhC4","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":"lWMIXYXKNNuVgWjR"},"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":"lJgukIniFt39GzXQ","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,"value":"lWMIXYXKNNuVgWjR"},"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":"3Ym3KayalhojIquF","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.tH5GirEy7YB3ZgCk"}},"img":"systems/pf2e/icons/equipment/weapons/rapier.webp","name":"Rapier","sort":100000,"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":"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":"rapier","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"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":"Loh0ZSRnu7NSOiC7","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ewQZ0VeL38v3qFnN"}},"img":"systems/pf2e/icons/equipment/armor/studded-leather-armor.webp","name":"Studded Leather Armor","sort":200000,"system":{"armor":{"value":2},"baseItem":"studded-leather-armor","category":"light","check":{"value":-1},"containerId":null,"description":{"value":"<p>This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.</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 Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":12},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"ZwMcIYt26e8jSM17","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":300000,"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":"8ZJtow1cutZXxtSk","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools (Replacement Picks)","sort":400000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>These are replacement picks for @UUID[Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc].</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":3}},"quantity":1,"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":"l1udz35vPHss3QHi","img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/ring-of-energy-resistance.webp","name":"Sapphire Ring","sort":500000,"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":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"quantity":1,"rules":[],"size":"med","slug":null,"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":"KXBZBXSJJAap797W","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.2RuepCemJhrpKKao"}},"img":"systems/pf2e/icons/equipment/consumables/potions/healing-potion.webp","name":"Healing Potion (Minor)","sort":600000,"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":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":4}},"quantity":2,"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":"2DY6ncId8WdV3Erj","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.qoM7Va5GqcLLBzgu"}},"img":"systems/pf2e/icons/equipment/consumables/talismans/owlbear-claw.webp","name":"Owlbear Claw","sort":700000,"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 a weapon</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">F</span> Envision</p>\n<p><strong>Trigger</strong> You critically succeed at an attack roll with the affixed weapon</p>\n<p>This claw set in an iron clasp and chain isn't always the claw of an owlbear. When you activate the claw, the triggering attack gains the weapon's critical specialization effect.</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":"owlbear-claw","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","evocation","magical","talisman"]},"usage":{"value":"affixed-to-weapon"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"m5boTb4fl3djWiPx","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":800000,"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","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":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":"z9gixmGU4X0ak3fX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":1150000,"system":{"baseItem":null,"containerId":"m5boTb4fl3djWiPx","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":"CTyXhMwdYwgCzWHa","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":900000,"system":{"baseItem":null,"containerId":"m5boTb4fl3djWiPx","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":"KcXovdTPdUyVc5AN","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":1125000,"system":{"baseItem":null,"containerId":"m5boTb4fl3djWiPx","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"}],"name":"Fluff Fang","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":35},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["cha","dex","str","int"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"CG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"ethnicity":{"value":""},"gender":{"value":"They/Them"},"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","levelBump":false,"playerNumber":null,"reputation":{"EA":null,"GA":null,"HH":null,"RO":null,"VS":null,"VW":null},"school":null},"resources":{"crafting":{"infusedReagents":{}},"focus":{"value":1},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":0},"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":0},"ste":{"rank":2},"sur":{"rank":0},"thi":{"rank":2}},"traits":{"languages":{"custom":"","selected":[],"value":["halfling","kelish"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.2ExvSAlBFtPbHTNk"}}}
{"_id":"8N6zEXEsIeDSUyar","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","items":[{"_id":"OqwLpB7fGTwIbmiU","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Art 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":"0E4rgvuRIFcpIksf","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","name":"Kobold","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["aklo","dwarven","gnomish","infernal","terran","undercommon"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"wis","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.</em></p>\n<hr />\n<p>Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own.</p>\n<p>If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons.</li>\n<li>Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes.</li>\n<li>Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that you are cowardly and won't stick around in the face of danger.</li>\n<li>Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses.</li>\n<li>Consider your claims of draconic power to be overblown, delusional, or endearing.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or—more rarely—vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60.</p>\n<p>The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar, whether that's the dragon they currently serve or the dragon type from which they're descended.</p>\n<h2>Society</h2>\n<p>Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.</p>\n<p>Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality.</p>\n<h2>Alignment and Religion</h2>\n<p>All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival.</p>\n<p>Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward Abadar's order or Shelyn's artistic flair. More sinister communities uphold Asmodeus and other archdevils as common patrons. The dragon deities Apsu and Dahak are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads.</p>\n<h2>Adventurers</h2>\n<p>Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace—and sometimes revenge. Typical kobold backgrounds include artisan, artist, criminal, hunter, miner, scout, and tinker, plus bandit, cultist, scavenger, and servant. Kobolds excel as bards, rangers, rogues, and sorcerers, though they also often channel their ingenuity as alchemists or wizards.</p>\n<h2>Names</h2>\n<p>A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz</p>\n<hr />\n<p><strong>PFS Note</strong> Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Kobold 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> Constitution</p>\n<p><strong>Languages</strong> Common, Draconic</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Gnomish, Infernal, 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>Draconic Exemplar</strong> You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the @UUID[Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig]{Draconic Exemplars table}.</p>"},"flaws":{"0":{"value":["con"]}},"hp":6,"items":{"xhq7h":{"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","level":"1","name":"Draconic Exemplar","uuid":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"languages":{"custom":"","value":["common","draconic"]},"reach":5,"rules":[],"size":"sm","slug":"kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","kobold"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"Tb0Xw1N9AvnxV1Fd","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","name":"Draconic Exemplar (Bronze Dragon)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the Draconic Exemplars table.</p>\n<h3><strong>Table 1-1 Draconic Exemplars</strong></h3>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Dragon</th>\n<th>Breath Weapon Shape</th>\n<th>Damage Type</th>\n<th>Saving Throw</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Cone</td>\n<td>Poison</td>\n<td>Fortitude</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Line</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n</tbody>\n</table>"},"level":{"value":0},"location":"0E4rgvuRIFcpIksf","prerequisites":{"value":[]},"rules":[{"adjustName":true,"choices":[{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Black","value":"black"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Blue","value":"blue"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Green","value":"green"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Red","value":"red"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.White","value":"white"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Brass","value":"brass"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Bronze","value":"bronze"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Copper","value":"copper"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Gold","value":"gold"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Silver","value":"silver"}],"flag":"draconicExemplar","key":"ChoiceSet","prompt":"PF2E.SpecificRule.DragonDisciple.Prompt","rollOption":"self:feature:draconic-exemplar","selection":"bronze"}],"slug":"draconic-exemplar","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FA5ZBcfuawa4Utc6","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.3reGfXH0S82hM7Gp"}},"img":"systems/pf2e/icons/default-icons/heritage.svg","name":"Ganzi","sort":0,"system":{"ancestry":null,"description":{"value":"<p>Your blood is touched by primal chaos. You gain the ganzi trait in addition to the traits from your ancestry. You gain resistance to a single damage type equal to half your level; at the beginning of each day, determine randomly whether this resistance applies to acid, electricity, or sonic damage. You also gain a +1 circumstance bonus to saving throws against effects that would cause you to gain the @UUID[Compendium.pf2e.conditionitems.9qGBRpbX9NEwtAAr] condition. You can choose from ganzi feats and feats from your ancestry whenever you gain an ancestry feat.</p>"},"rules":[{"key":"FlatModifier","label":"PF2E.SkillVariant.VsControlled","predicate":["controlled"],"selector":"saving-throw","type":"circumstance","value":1}],"slug":"ganzi","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"uncommon","value":["ganzi"]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"9GQJL3qK7YbwtLRh","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.y9OyNsxGfmjqdcP0"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Artist","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["cha","dex"]},"1":{"selected":"wis","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>Your art is your greatest passion, whatever form it takes. Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist.</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 Crafting skill and the Art Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.QLeMH5mQgh28sa5o] skill feat.</p>"},"items":{"m0e3x":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Specialty Crafting","uuid":"Compendium.pf2e.feats-srd.QLeMH5mQgh28sa5o"}},"rules":[],"slug":"artist","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Art Lore","trainedSkills":{"value":["cra"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"J0yDfAmficOeO4rJ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.QLeMH5mQgh28sa5o"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Specialty Crafting (Artistry)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.</p>\n<table class=\"pf2-table\" style=\"white-space:nowrap\">\n<thead>\n<tr>\n<th>Specialty</th>\n<th>Applicable Items</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Alchemy*</td>\n<td>Alchemical items such as elixirs</td>\n</tr>\n<tr>\n<td>Artistry</td>\n<td>Fine art, including jewelry</td>\n</tr>\n<tr>\n<td>Blacksmithing</td>\n<td>Durable metal goods, including metal armor</td>\n</tr>\n<tr>\n<td>Bookmaking</td>\n<td>Books and paper</td>\n</tr>\n<tr>\n<td>Glassmaking</td>\n<td>Glass, including glassware and windows</td>\n</tr>\n<tr>\n<td>Leatherworking</td>\n<td>Leather goods, including leather armor</td>\n</tr>\n<tr>\n<td>Pottery</td>\n<td>Ceramic goods</td>\n</tr>\n<tr>\n<td>Shipbuilding</td>\n<td>Ships and boats</td>\n</tr>\n<tr>\n<td>Stonemasonry</td>\n<td>Stone goods and structures</td>\n</tr>\n<tr>\n<td>Tailoring</td>\n<td>Clothing</td>\n</tr>\n<tr>\n<td>Weaving</td>\n<td>Textiles, baskets, and rugs</td>\n</tr>\n<tr>\n<td>Woodworking</td>\n<td>Wooden goods and structures</td>\n</tr>\n</tbody>\n</table>\n<p>* You must have the Alchemical Crafting skill feat to Craft alchemical items.</p>"},"level":{"value":1},"location":"9GQJL3qK7YbwtLRh","prerequisites":{"value":[{"value":"trained in Crafting"}]},"rules":[{"choices":[{"label":"PF2E.SpecificRule.SpecialtyCrafting.Alchemy","value":"alchemy"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Artistry","value":"artistry"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Blacksmithing","value":"blacksmithing"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Bookmaking","value":"bookmaking"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Glassmaking","value":"glassmaking"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Leatherworking","value":"leatherworking"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Pottery","value":"pottery"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Shipbuilding","value":"shipbuilding"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Stonemasonry","value":"stonemasonry"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Tailoring","value":"tailoring"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Weaving","value":"weaving"},{"label":"PF2E.SpecificRule.SpecialtyCrafting.Woodworking","value":"woodworking"}],"flag":"specialtyCrafting","key":"ChoiceSet","prompt":"PF2E.SpecificRule.SpecialtyCrafting.Prompt","selection":"artistry"},{"key":"FlatModifier","predicate":["action:craft","{item|flags.pf2e.rulesSelections.specialtyCrafting}"],"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":"specialty-crafting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"MlQKxSDo7urV16so","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":"3C1S5UoNoN5sekaY","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"pf2e":{"itemGrants":{"nocticula":{"id":"57nEZ4xvqLBNcIF7","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/deity.webp","name":"Deity (Nocticula)","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":"MlQKxSDo7urV16so","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.jL1qiVOZBKXETtVD"},{"flag":"nocticula","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":"Ahlh3JKFqs2C6Vbz","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"pf2e":{"itemGrants":{"cloisteredCleric":{"id":"mwVVp0G9laSD57rc","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":"MlQKxSDo7urV16so","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":"Q2t8NAytw9Jv1a3o","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":"MlQKxSDo7urV16so","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":"56wLXMArGqdXzw4y","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":"MlQKxSDo7urV16so","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":"LViNeQ1nG8oZJKlu","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":"MlQKxSDo7urV16so","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":"3hk5LbpKjm2KUDLT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"pf2e":{"itemGrants":{"firstDoctrineCloisteredCleric":{"id":"M5MZpf80pZ5nlZwY","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":"MlQKxSDo7urV16so","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":"CxSYYt0oLwB1lOTL","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.OnfrrwCfDFCFw0tc"},"pf2e":{"itemGrants":{"secondDoctrineCloisteredCleric":{"id":"sihArVDXxxjAr22p","onDelete":"detach"}}}},"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":"MlQKxSDo7urV16so","prerequisites":{"value":[]},"rules":[{"flag":"secondDoctrineCloisteredCleric","key":"GrantItem","predicate":["feature:cloistered-cleric"],"uuid":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa"},{"flag":"secondDoctrineWarpriest","key":"GrantItem","predicate":["feature:warpriest"],"uuid":"Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX"}],"slug":"second-doctrine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"57nEZ4xvqLBNcIF7","flags":{"core":{"sourceId":"Compendium.pf2e.deities.jL1qiVOZBKXETtVD"},"pf2e":{"grantedBy":{"id":"3C1S5UoNoN5sekaY","onDelete":"cascade"}}},"img":"systems/pf2e/icons/default-icons/deity.svg","name":"Nocticula","sort":0,"system":{"ability":["dex","cha"],"alignment":{"follower":["CG","N","CN"],"own":"CN"},"category":"deity","description":{"value":"<p>For most of her existence, Nocticula was a patron of assassins and succubi, a demon lord feared by other demon lords for her skill at assassinating the competition. Those days are behind Nocticula, for she has risen to the role of the Redeemer Queen, a patron of marginalized artists and protector of those cast out from society. She is now feared among her former peers for her persuasive words that tempt them away from their place in the Abyss and toward redemption. Her faith is strongest in the eastern reaches of New Thassilon, where her most powerful exile, Queen Sorshen, seeks to build a nation that welcomes those whom others have cast out.</p>\n<p><strong>Edicts</strong> create art true to yourself, protect marginalized artists, punish those who take advantage of offered trust and shelter</p>\n<p><strong>Anathema</strong> deny shelter to the desperate, destroy harmless art you dislike, finish a work of art during daylight hours</p>\n<p><strong>Areas of Concern</strong> artists, exiles, midnight</p>"},"domains":{"alternate":[],"primary":["change","creation","darkness","travel"]},"font":["heal"],"rules":[],"skill":"soc","slug":"nocticula","source":{"value":"Pathfinder Lost Omens: Gods & Magic"},"spells":{"1":"Compendium.pf2e.spells-srd.zdb8cjOIDVKYMWdr","3":"Compendium.pf2e.spells-srd.EoKBlgf6Smt8opaU","4":"Compendium.pf2e.spells-srd.TUj8eugNqAvB1vVR"},"weapons":["dagger"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"mwVVp0G9laSD57rc","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},"pf2e":{"grantedBy":{"id":"Ahlh3JKFqs2C6Vbz","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":"9YvFMraHTmKGwLD7","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN"},"pf2e":{"grantedBy":{"id":"M5MZpf80pZ5nlZwY","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Domain Initiate (Creation)","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":"creation"}],"slug":"domain-initiate","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"M5MZpf80pZ5nlZwY","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn"},"pf2e":{"grantedBy":{"id":"3hk5LbpKjm2KUDLT","onDelete":"cascade"},"itemGrants":{"domainInitiate":{"id":"9YvFMraHTmKGwLD7","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":"sihArVDXxxjAr22p","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa"},"pf2e":{"grantedBy":{"id":"CxSYYt0oLwB1lOTL","onDelete":"cascade"}}},"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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ox75r2eKspmcP7d3","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.1MqvE1FL2mZRCnzo"},"pf2e":{"itemGrants":{"catFall":{"id":"ngvWgHgol9qiUcFo","onDelete":"detach"},"steadyBalance":{"id":"9M1jnjUYkxGAWVbu","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Vestigial Wings","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You possess small, weak wings that aid in balance. You gain the @UUID[Compendium.pf2e.feats-srd.CnqMJR8e9jqJR7MM] and @UUID[Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD] skill feats as bonus feats, even if you aren't trained in Acrobatics.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"flag":"steadyBalance","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.CnqMJR8e9jqJR7MM"},{"flag":"catFall","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"}],"slug":"vestigial-wings","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":["ganzi"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9M1jnjUYkxGAWVbu","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.CnqMJR8e9jqJR7MM"},"pf2e":{"grantedBy":{"id":"ox75r2eKspmcP7d3","onDelete":"cascade"}}},"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":null,"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":"ngvWgHgol9qiUcFo","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"},"pf2e":{"grantedBy":{"id":"ox75r2eKspmcP7d3","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":"wKEL47hwvfmeGhY5","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.yExxOkHN1PN37hUa"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Communal Healing","sort":0,"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-2","prerequisites":{"value":[]},"rules":[],"slug":"communal-healing","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric","healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"4rJxla4fQwr9AsFv","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.IOdk7bOJ4dgYVh9I"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Improved Communal Healing","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You can direct excess channeled energy outward to benefit an ally.</p>\n<p>You can grant the Hit Points you would regain from @UUID[Compendium.pf2e.feats-srd.yExxOkHN1PN37hUa] to any one creature within the range of your heal spell instead of yourself. You can also use Communal Healing when you target only yourself with a <em>heal</em> spell, though if you do, you must grant the additional healing to someone other than yourself.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"Communal Healing"}]},"rules":[],"slug":"improved-communal-healing","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"il4llmTNeJ1aMEXF","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Battle Medicine","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"skill","description":{"value":"<p><strong>Requirements</strong> You are holding or wearing healer's tools.</p>\n<hr />\n<p>You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], and restore a corresponding amount of Hit Points; this does not remove the @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.</p>\n<p><strong>Editors note</strong> Paizo has clarified the usage of worn tools:</p>\n<blockquote>Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit. This has been marked for future errata.</blockquote>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Medicine"}]},"rules":[],"slug":"battle-medicine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","healing","manipulate","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"1rzL5BGV78oNkSJk","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-4","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":"iCCg66G7dOIjjpOM","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.x9wxQ61HNkAVbDHr"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Weapon Proficiency","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":"general-3","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":"R3dGKOwV1T6fUOWf","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Prepared Spells","sort":0,"system":{"ability":{"value":"wis"},"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":"Xx2NOK59oTPUFLJi"},"1":{"id":"OpKiahuerP3A5N67"},"2":{"id":"3qK7q7OmOHxxVGW5"},"3":{"id":"Rh1uEIQUAKacVzPa"},"4":{"id":"qXLbqfYJkzb9cJ5J"}},"value":0},"slot1":{"max":3,"prepared":{"0":{"id":"U1WunKSOuDrjVbF7"},"1":{"id":"UXvr2EJ1ui5C1Alz"},"2":{"id":"CHvrIASQyMjFXA0z"}},"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":3,"prepared":{"0":{"id":"SdFy4BvObxZowg8A"},"1":{"id":"VV88ZBH6izkborqL"},"2":{"id":"uD1e2pL4A9bMpG3r"}},"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"Xx2NOK59oTPUFLJi","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":"R3dGKOwV1T6fUOWf"},"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":"OpKiahuerP3A5N67","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.qwZBXN6zBoB9BHXE"}},"img":"systems/pf2e/icons/spells/divine-lance.webp","name":"Divine Lance","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":"1d4"}}},"description":{"value":"<p>You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose.</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":"R3dGKOwV1T6fUOWf"},"materials":{"value":""},"overlays":{"1v6yi847ElANU2Ia":{"_id":"1v6yi847ElANU2Ia","name":"Divine Lance (Chaotic)","overlayType":"override","sort":1,"system":{"damage":{"value":{"0":{"type":{"value":"chaotic"}}}},"traits":{"value":["attack","cantrip","chaotic"]}}},"7mtAXSD4Zqbb7tiL":{"_id":"7mtAXSD4Zqbb7tiL","name":"Divine Lance (Lawful)","overlayType":"override","sort":4,"system":{"damage":{"value":{"0":{"type":{"value":"lawful"}}}},"traits":{"value":["attack","cantrip","lawful"]}}},"dssJKKcOoERlChM7":{"_id":"dssJKKcOoERlChM7","name":"Divine Lance (Evil)","overlayType":"override","sort":2,"system":{"damage":{"value":{"0":{"type":{"value":"evil"}}}},"traits":{"value":["attack","cantrip","evil"]}}},"m8s40UP1KhhWkUSc":{"_id":"m8s40UP1KhhWkUSc","name":"Divine Lance (Good)","overlayType":"override","sort":3,"system":{"damage":{"value":{"0":{"type":{"value":"good"}}}},"traits":{"value":["attack","cantrip","good"]}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"divine-lance","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["divine"]},"traits":{"rarity":"common","value":["attack","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"3qK7q7OmOHxxVGW5","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":"R3dGKOwV1T6fUOWf"},"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":"Rh1uEIQUAKacVzPa","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":"R3dGKOwV1T6fUOWf"},"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":"qXLbqfYJkzb9cJ5J","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. 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":"R3dGKOwV1T6fUOWf"},"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":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"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":"U1WunKSOuDrjVbF7","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":"R3dGKOwV1T6fUOWf"},"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":"UXvr2EJ1ui5C1Alz","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":{"value":"R3dGKOwV1T6fUOWf"},"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":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"CHvrIASQyMjFXA0z","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.J7Y7tl0bbdz7TcCc"}},"img":"systems/pf2e/icons/spells/ray-of-enfeeblement.webp","name":"Ray of Enfeeblement","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 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":"R3dGKOwV1T6fUOWf"},"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":"SdFy4BvObxZowg8A","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":{"value":"R3dGKOwV1T6fUOWf"},"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"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"VV88ZBH6izkborqL","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Fq9yCbqI2RDt6Orw"}},"img":"systems/pf2e/icons/spells/spiritual-weapon.webp","name":"Spiritual Weapon","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":"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":"R3dGKOwV1T6fUOWf"},"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":"Pathfinder Core Rulebook"},"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":"uD1e2pL4A9bMpG3r","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":"R3dGKOwV1T6fUOWf"},"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":"LnHgz42BmuTXKorK","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Healing Font","sort":0,"system":{"ability":{"value":"wis"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"innate"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"mbhayCbOQcUIGUEO","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":2,"uses":{"max":3,"value":3},"value":"LnHgz42BmuTXKorK"},"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":"wEeGAXzcpPfcCBee","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine 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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"0VU88ZZDT84yuOHa","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.xTpp8dHZsNMDm75B"}},"img":"systems/pf2e/icons/spells/splash-of-art.webp","name":"Splash of Art","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>A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area. Roll 1d4 to determine the color of the illusion. Each creature in the area must attempt a Will save. A creature is unaffected on a success. On a failure or critical failure, the creature takes the results listed on the table relevant to the color.</p><h3><strong>Splash of Art</strong></h3><table class=\"pf2-table\"><thead><tr><th>1d4</th><th>Color</th><th>Failure</th><th>Critical Failure</th></tr></thead><tbody><tr><td>1</td><td>White</td><td>@UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 round</td><td>Dazzled for 1 minute</td></tr><tr><td>2</td><td>Red</td><td>@UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 round</td><td>@UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 2} for 1 round</td></tr><tr><td>3</td><td>Yellow</td><td>@UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1}</td><td>@UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 2}</td></tr><tr><td>4</td><td>Blue</td><td>@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1} for 1 round</td><td>@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 2} for 1 round</td></tr></tbody></table>"},"duration":{"value":"varies"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"wEeGAXzcpPfcCBee"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"splash-of-art","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["cleric","visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"640qlC5gjzFNnWjk","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":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":"silver"},"preciousMaterialGrade":{"value":"low"},"price":{"value":{"sp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":"-"},"rules":[],"size":"med","slug":"dagger","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"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":"PYK54x0vQjbIzGcs","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.hIgqLgH3YcLZBeoT"}},"img":"systems/pf2e/icons/equipment/weapons/shortbow.webp","name":"Shortbow","sort":0,"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":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":[],"selectedAmmoId":"3aUesUiUlVUXYk8J","size":"med","slug":"shortbow","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"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":"CAHas8MLkmqCzLK6","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.dDIPA1WE9ESF67EB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/clothes-explorers.webp","name":"Clothing (Explorer's)","sort":0,"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":"XSnWTsYIwpyc4YNE","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":"held","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":"aAEz3XmCTjQYMTtX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.upzjwQ96cZG0Xlmx"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/religious-symbol-silver.webp","name":"Religious Symbol (Silver)","sort":0,"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","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":[{"domain":"all","key":"RollOption","option":"has-religious-symbol","requiresEquipped":false}],"size":"med","slug":"religious-symbol-silver","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":"ajhrJ5WcKcPGJtjN","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.y34yjumCFakrbtdw"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/artisan-tools.webp","name":"Artisan's Tools","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them.</p>"},"equipped":{"carryType":"held","handsHeld":1,"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":4}},"quantity":1,"rules":[],"size":"med","slug":"artisans-tools","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"3aUesUiUlVUXYk8J","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.w2ENw2VMPcsbif8g"}},"img":"systems/pf2e/icons/equipment/weapons/arrows.webp","name":"Arrows","sort":0,"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":"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":"VO26DvChxwCo0Z8s","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":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":4}},"quantity":4,"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":"ZUbb4wGjwkXUigKs","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":"1Jj6p7R9uOJKqtbh","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":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"}],"name":"Kellsti","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":38},"initiative":{"statistic":"perception"},"resistances":[{"type":"acid","value":2}],"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["wis","dex","cha","con"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"CG"},"alliance":"party","biography":{"allies":"","appearance":"<p>Kellsti first heard of Nocticula's promise of shelter to beleaguered artists from a cleric after her rescue from a band of bounty hunters in Bloodsworn Vale. For a time, she accompanied the priestess as an acolyte, but was forced to strike out on her own after her patron was eaten by an owlbear. Kellsti hopes someday to make her way up to the heights of mountainous New Thassilon-where she's heard that worshippers of Nocticula gather-but she wants to make a good impression. First, she wants to craft a masterpiece inspired by her life experiences. Originally, Korvosa seemed to be the perfect place to find such experiences, but after meeting her new friends and traveling with them, she's come to realize that they are so much more inspiring.</p>\n<p>Kellsti is a bronze-scaled kobold with a line of white and pink feathers running down her back and along her tail. Her bright green eyes glow softly, and when she speaks, she does so in an almost singsong voice.</p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":"Nocticula"},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":4},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","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":0},"ath":{"rank":0},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":2},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":1},"soc":{"rank":1},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["common","draconic"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.8N6zEXEsIeDSUyar"}}}
{"_id":"9xvxgar3BO1gt2XI","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/tengu.svg","items":[{"_id":"k27bRhkIirrWpAdu","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Sailing Lore","sort":1300000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":2},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"8wwJF7KRdv7SaAj4","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":"con","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":"AnR9u9R7bOLKMptg","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":"8wwJF7KRdv7SaAj4","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":"9qyLPcXmdch49gqw","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":"e8x3le2xvVUS1ZZv","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":"9qyLPcXmdch49gqw","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":"LfQfrzLNwREd7Nqr","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":"iGKOLkyD5SbA9Pm9","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pf2e":{"itemGrants":{"thief":{"id":"9r03iLfiSlhF0pB3","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":"LfQfrzLNwREd7Nqr","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":"EgisjoIaK6M66xc9","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":"LfQfrzLNwREd7Nqr","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":"InUwdYjMh3sqlOOs","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":"LfQfrzLNwREd7Nqr","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":"duJbnGVjRGxyUw2V","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":"LfQfrzLNwREd7Nqr","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":"3P9pcMTNeZWjStea","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":"LfQfrzLNwREd7Nqr","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":"9r03iLfiSlhF0pB3","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"},"pf2e":{"grantedBy":{"id":"iGKOLkyD5SbA9Pm9","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. 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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":"gpbG2gXhmi0KymOH","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.g4FRxyuHndZu4KTo"}},"img":"systems/pf2e/icons/features/ancestry/jinxed-tengu.webp","name":"Jinxed Tengu","sort":0,"system":{"ancestry":{"name":"Tengu","slug":"tengu","uuid":"Compendium.pf2e.ancestries.18xDKYPDBLEv2myX"},"description":{"value":"<p>Your lineage has been exposed to curse after curse, and now, they slide off your feathers like rain. If you succeed at a saving throw against a curse or misfortune effect, you get a critical success instead.</p>\n<p>When you would gain the @UUID[Compendium.pf2e.conditionitems.3uh1r86TzbQvosxv] condition, attempt a @Check[type:flat|dc:17] check. On a success, reduce the value of the doomed condition you would gain by 1.</p>"},"rules":[{"adjustment":{"success":"one-degree-better"},"key":"AdjustDegreeOfSuccess","predicate":[{"or":["curse","misfortune"]}],"selector":"saving-throw","type":"save"},{"key":"Note","selector":"saving-throw","text":"If you succeed at a saving throw against a curse or misfortune effect, you get a critical success instead.","title":"{item|name}"}],"slug":"jinxed-tengu","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"0GSVFcdudhxivh9B","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.bWyY9NtLU5wXr03y"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Storm's Lash","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Wind and lightning have always been close friends to you. You can cast the <em>@UUID[Compendium.pf2e.spells-srd.kBhaPuzLUSwS6vVf]</em> cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"storms-lash","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["tengu"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"r3aMhxHHWq8txAqO","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>"},"frequency":{"max":1,"per":"day"},"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":"Sn4Ui9iv1lP0IR2o","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.dNH8OHEvx3vI9NBQ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Nimble Dodge","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> A creature targets you with an attack and you can see the attacker.</p>\n<p><strong>Requirements</strong> You are not encumbered</p>\n<hr />\n<p>You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"domain":"ac","key":"RollOption","option":"nimble-dodge","toggleable":true},{"key":"FlatModifier","predicate":["nimble-dodge"],"selector":"ac","type":"circumstance","value":2}],"slug":"nimble-dodge","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["rogue","swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"h4KR6ga8cR3tyfO0","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.FrlhErsjR6fEn6kX"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Minor Magic","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You've dabbled in minor magical abilities. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips that are available in that tradition. You gain the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity, your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition you chose.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"minor-magic","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wae2kzJrhuCbYr5n","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.4f65nrWVzTG8Njj8"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Unbalancing Blow","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Interweaving attacks in a graceful fiow, you unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] against your attacks until the end of your next turn.</p>"},"level":{"value":2},"location":"class-4","prerequisites":{"value":[{"value":"thief racket"}]},"rules":[],"slug":"unbalancing-blow","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"PO3Q7rMu1NxMJ1c9","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":"skill-1","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":"SIvakCFIcpSES9ca","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":"Rb9aLkMU4idGfGyu","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. 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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":"iFjkp872KQhlGRoB","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.B6HbYsLBWb1RR6Fx"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Charming Liar","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.</p>"},"level":{"value":1},"location":"skill-5","prerequisites":{"value":[{"value":"trained in Deception"}]},"rules":[],"slug":"charming-liar","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"aHAnoxEzeuTvHhRl","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.m7KjpkAAh9PptJsY"},"pf2e":{"itemGrants":{"squawk":{"id":"8AHirAMeu9U2Xr4H","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. 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You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"squawk","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["tengu"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mEvnHn6k5iWLrdaI","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal Innate Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"innate"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"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":"XcIAzziCL02Uvw1j","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":"mEvnHn6k5iWLrdaI"},"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":"r0uZ5kDR2rvudkZC","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.tXa5vOu5giBNCjdR"}},"img":"systems/pf2e/icons/spells/know-direction.webp","name":"Know Direction","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>In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).</p>\n<hr />\n<p><strong>Heightened (7th)</strong> You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"mEvnHn6k5iWLrdaI"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"know-direction","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["divine","occult","primal"]},"traits":{"rarity":"common","value":["detection","cantrip"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"21Bw6CeUjGLgEUnT","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.tH5GirEy7YB3ZgCk"}},"img":"systems/pf2e/icons/equipment/weapons/rapier.webp","name":"Rapier","sort":100000,"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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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","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":"aq05IOII5K97mAQA","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":1762500,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"WysrqFxe7NQPBCGb","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":"DM7JXcm492wL049e","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":1800000,"system":{"baseItem":null,"containerId":"WysrqFxe7NQPBCGb","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":"aUsPSlzOvJfDJglI","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":1200000,"system":{"baseItem":null,"containerId":"WysrqFxe7NQPBCGb","description":{"value":"<p>A rolled up bed.</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":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":"j5D3ADSvCwkxVJuA","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":1787500,"system":{"baseItem":null,"containerId":"WysrqFxe7NQPBCGb","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"}],"name":"Kaako Ashfeather","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":61},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"min":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["dex","con","str","cha"],"5":["dex","cha","con","wis"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"CN"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"<p>Born on the storm-tossed seas, the life of a pirate is the only one Kaako has ever known. Hatched under an auspicious sign, Kaako's parents pronounced her a jinx-eater, one who might consume the ill fortune falling over the crew and bring them good luck. Unsurprisingly, the crew took an instant liking to her mischievous antics. Growing up aboard a ship, Kaako spent her formative years meeting all sorts of folks from the wider world, sailing up and down the coasts of Avistan and Garund. They were good years and ones that she looks back upon with fond nostalgia.</p>\n<p>Years later, Kaako left her parents to join the crew of Captain Renlock aboard the Brass Bird. For some time, she remained happy there. The crew of the Brass Bird made names for themselves as pirates aboard one of the most feared vessels to sail the coasts. When the Bird overtook a small merchant vessel off the coast of Varisia, Kaako encountered a jinx that even she could not prevent. Having no desire to take the ship or hostages, the Bird's crew raided the vessel for valuables before setting it free. One passenger-a Varisian witch-took umbrage to the theft and bestowed a curse upon the Bird and its crew. After that fateful day, the ship was continually beset by storms and bad winds. The Brass Bird constantly ran afoul of patrols of various navies ready to apprehend the ship. All this led to the fateful encounter with the Andoran navy. Chased back to the Shackles, the Brass Bird and its crew were finally overcome. Wanting no more bloodshed, Captain Renlock surrendered and the crew of the Brass Bird scattered.</p>\n<p>Fortunately, Kaako was released only a few months later and returned to a life on the open ocean. Though she joined crews aboard other ships, Kaako never truly found a home again. Five years later, Kaako still enjoys the life of a pirate, but grows weary of lining other peoples' pockets with gold while leaving little for herself. Then word came that Captain Renlock had passed away in prison. And his mysterious clockwork parrot, Cawlo, arrived at the window of Kaako's cabin to deliver a message&hellip</p>\n<p><strong>Goals</strong> Kaako dreams of a future in which she might captain her own ship or at least find a crew that she can call a family. Life on the high seas can be tiring, especially when there is little to show for it after years of work.</p>\n<p><strong>Personality</strong> Kaako is inquisitive, but quick to startle. She has a penchant for dressing flamboyantly, adorning herself with shiny trinkets and baubles that she claims help her ward off foul spirits and curses. In reality, she just likes the way these accessories look. Kaako is not above playing up her \"mystical\" connection, despite not really having much control over such matters. Among friends though, she is much more laid back and can be a prankster.</p>\n<p><strong>Relationships</strong> Most see Kaako as a strange and mysterious person who has many secrets. As a result, few try to become close to her. Those who do get to know the young tengu find that she can be a caring friend, even though she tends to be a bit awkward around other humanoids.</p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"<p><em>Elsir Syniras:</em> Kaako and Elsir used to be close friends and often went into port to get into trouble together. Kaako always found a way to cheer the sometimes-dour elven sorcerer up, and he in turn would leave her small magical baubles and trinkets. The two often spent long nights on the deck looking out at the stars, sharing a bottle, and dreaming of a rich and prosperous future.</p>\n<p><em>Jadren Tagar:</em> Jadren has always been a pain in Kaako's backside. The life of the party, daring first officer, and charming pirate was just more than Kaako could handle. It did not help that the hulking human fighter often gave Kaako condescending \"bird\" nicknames she didn't like.</p>\n<p><em>Lavanna Saltspray:</em> Kaako and Lavanna always got along, though the young halfling priestess sometimes disagreed about signs and portents, preferring to turn to Gozreh than trust Kaako's intuition. Lavanna often remained inseparable from Jadren, making it hard for Kaako to trust her entirely.</p>","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"heritage":{"value":"Jinxed"},"keyability":{"value":"dex"},"level":{"min":1,"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":0},"heroPoints":{"max":3,"value":1}},"saves":{"fortitude":{"rank":1,"value":0},"reflex":{"rank":2,"value":0},"will":{"rank":2,"value":0}},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":2},"cra":{"rank":0},"dec":{"rank":1},"dip":{"rank":1},"itm":{"rank":1},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":1},"prf":{"rank":1},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":2},"sur":{"rank":1},"thi":{"rank":2}},"traits":{"languages":{"custom":"","selected":[],"value":["common","tengu"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.9xvxgar3BO1gt2XI"}}}
{"_id":"EQWNmGmicyirnTR1","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/lizardfolk.svg","items":[{"_id":"ENcKHiCaAsDwnslj","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Academia Lore","sort":1500000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"7748dX8qBRVpvepa","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.HWEgF7Gmoq55VhTL"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/lizardfolk.svg","name":"Lizardfolk","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["amurrun","aquan","boggard","draconic","elven","jotun","sylvan"]},"boosts":{"0":{"value":["str"]},"1":{"value":["wis"]},"2":{"selected":"cha","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Lizardfolk are consummate survivors, heirs to empires considered ancient even by the elves.</em></p>\n<hr />\n<p>Lizardfolk move through the societies of other humanoids with the steely reserve of born predators. They have a well-deserved reputation as outstanding rangers and unsentimental fighters. Though lizardfolk have adapted to many different environments, many of them still prefer to remain near bodies of water, using their ability to hold their breath to their advantage. As a result, lizardfolk usually prefer equipment that is not easily damaged by moisture, eschewing leather and metal for gear made of stone, ivory, glass, and bone.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Demonstrate extreme patience, even when pressured to act.</li>\n<li>Hold your people's history in high regard and look to the past for solutions to present problems.</li>\n<li>Strive to adapt perfectly to your environment while also keeping your culture and traditions intact.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume you are beholden to tradition and have ancient knowledge.</li>\n<li>See you as cold-blooded and callous due to your subdued physical reactions.</li>\n<li>Respect your impressive strength and your knowledge of natural areas.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Lizardfolk vary depending on their environment, but share toothy snouts and long and powerful tails. Those from temperate or desert regions tend toward gray, green, or brown scales that aid in camouflage, while those from tropical climes are brightly colored. Many sport dorsal spikes or garish neck frills that hint at their clan lineage. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. The average lizardfolk stands 6 to 7 feet tall, but grows throughout their lifetime, gaining strength and size with age.</p>\n<h2>Society</h2>\n<p>Known among themselves as iruxi, lizardfolk are raised communally from the moment they break from their shells. They have an oral tradition stretching back thousands of years, brought to life through epic poems, evocative carvings, and ancestral rites performed among fields of fossilized bone. Lizardfolk are passionate astrologers with one eye on the future. If they seem slow to act, it is because their long history has taught them the value of patience.</p>\n<p>The simple villages most outsiders associate with iruxi are the homes of migrants in outlying regions. True iruxi settlements are often overlooked, as they are partially or mostly submerged in water. These glass and stone complexes bear the mark of every generation of lizardfolk that lived within them, and lizardfolk bones often adorn the walls, as many lizardfolk believe these remains can be animated by ancestral spirits when the residents are in danger.</p>\n<h2>Alignment and Religion</h2>\n<p>Most iruxi are unconcerned with heavy questions of morality and are therefore usually neutral in alignment. Adventuring iruxi who leave their people to travel might have any number of reasons for doing so and can be of any alignment. Iruxi religion plays a large role in their culture, but it is heavily practical, blending animism and ancestor worship with druidic rites. Of the gods, only Gozreh is commonly revered, but lizardfolk may call upon other powers devoted to ancient wyrms, astrology, nature, rivers, and might of arms, from kindly Desna to cruel Hanspur and certain demon lords.</p>\n<h2>Adventurers</h2>\n<p>Some background options are particularly suitable for lizardfolk. Wilderness or martial backgrounds like the animal whisperer, hunter, scout, or warrior are ideal. Living at the margins of human civilization means an iruxi might have grown up as a hardy street urchin, traveled as a nomad or sailor, or found work as a laborer or gladiator. Lizardfolk's ties to the wilderness make them excellent rangers or druids. Their outstanding strength serves them well if they select the barbarian, fighter, or monk classes, though they can also strike from stealth as a rogue. Iruxi also have a strong oral tradition kept alive by lizardfolk bards and sorcerers.</p>\n<h2>Names</h2>\n<p>Lizardfolk names come from their ancient language and tend to be traditional. Names are typically chosen by the clan's astrologer in accordance to omens and which star signs are ascendant when an iruxi egg hatches, though occasionally an iruxi's parents may name a hatchling for an ancestor or a beloved historical hero.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Arasheg, Barashk, Essaru, Enshuk, Gishkim, Hazi, Inishish, Kutak, Nasha, Shulkuru, Tizkar, Utakish, Zelkekek</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Lizardfolk 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> Strength, Wisdom, Free</p>\n<p><strong>Ability Flaw</strong> Intelligence</p>\n<p><strong>Languages</strong> Common, Iruxi</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Amurrun, Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).</p>\n<p><strong>Claws</strong> Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.</p>\n<p><strong>Aquatic Adaptation</strong> Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.</p>"},"flaws":{"0":{"value":["int"]}},"hp":8,"items":{"ry9ai":{"img":"systems/pf2e/icons/features/ancestry//aquatic-adaptation.webp","level":"1","name":"Aquatic Adaptation","uuid":"Compendium.pf2e.ancestryfeatures.AzGJN1wwLFaLJIeo"},"xkzsg":{"img":"systems/pf2e/icons/features/ancestry/claws.webp","level":"1","name":"Claws","uuid":"Compendium.pf2e.ancestryfeatures.NfkxFWUeG6g41e8w"}},"languages":{"custom":"","value":["common","iruxi"]},"reach":5,"rules":[],"size":"med","slug":"lizardfolk","source":{"value":"Pathfinder Lost Omens: Character Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","lizardfolk"]},"vision":"normal","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"os88qfgMiMEpe5qv","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.AzGJN1wwLFaLJIeo"},"pf2e":{"itemGrants":{"breathControl":{"id":"hSWriHFKynweAMsO","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/ancestry//aquatic-adaptation.webp","name":"Aquatic Adaptation","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>Your reptilian biology allows you to hold your breath for a long time. You gain the @UUID[Compendium.pf2e.feats-srd.aJUXbe9HJVvv0Mxa] general feat as a bonus feat.</p>"},"level":{"value":0},"location":"7748dX8qBRVpvepa","prerequisites":{"value":[]},"rules":[{"flag":"breathControl","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.aJUXbe9HJVvv0Mxa"}],"slug":"aquatic-adaptation","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","selected":{"lizardfolk":"Lizardfolk"},"value":["lizardfolk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"sD9eQz97yp7gITTK","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.NfkxFWUeG6g41e8w"}},"img":"systems/pf2e/icons/features/ancestry/claws.webp","name":"Claws","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals [[/r 1d4[slashing]]] damage and has the agile and finesse traits.</p>"},"level":{"value":0},"location":"7748dX8qBRVpvepa","prerequisites":{"value":[]},"rules":[{"category":"unarmed","damage":{"base":{"damageType":"slashing","dice":1,"die":"d4"}},"group":"brawling","key":"Strike","label":"PF2E.Weapon.Base.claw","range":null,"slug":"claw","traits":["finesse","agile","unarmed"]}],"slug":"claws","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","selected":{"lizardfolk":"Lizardfolk"},"value":["lizardfolk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"hSWriHFKynweAMsO","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.aJUXbe9HJVvv0Mxa"},"pf2e":{"grantedBy":{"id":"os88qfgMiMEpe5qv","onDelete":"cascade"}}},"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":null,"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":"8oCj5dz5gODp9E8X","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.dJeiekfqGQ8dkwsO"}},"img":"systems/pf2e/icons/features/ancestry/wetlander-lizardfolk.webp","name":"Wetlander Lizardfolk","sort":0,"system":{"ancestry":{"name":"Lizardfolk","slug":"lizardfolk","uuid":"Compendium.pf2e.ancestries.HWEgF7Gmoq55VhTL"},"description":{"value":"<p>Your family is descended from the most common lizardfolk heritage, and you are accustomed to aquatic environments. You gain a 15-foot @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx] Speed.</p>"},"rules":[{"key":"BaseSpeed","selector":"swim","value":15}],"slug":"wetlander-lizardfolk","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"RNdey4dBYUwjkiDW","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":"UPTlaHHyaJzYFdKT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.PRJYLksQEwT39bTl"},"pf2e":{"itemGrants":{"cosmos":{"id":"C4IsNsQz6gACf6gl","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":"RNdey4dBYUwjkiDW","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.RI2EMRBBPNSoTJXu"},{"flag":"cosmos","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":"6dYJPhODk4JIhTCd","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7AVspOB6ITNzGFZi"},"pf2e":{"itemGrants":{"castASpell":{"id":"mRNa9qY7ct1KJNs4","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":"RNdey4dBYUwjkiDW","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":"oSIdlLgY0vWI722P","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":"RNdey4dBYUwjkiDW","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":"D8XlLGG2a5NUdrlr","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":"RNdey4dBYUwjkiDW","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":"cX2XVGiqutsOfmHe","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":"RNdey4dBYUwjkiDW","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":"ShfLJmYxTKqlAtaE","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":"RNdey4dBYUwjkiDW","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":"C4IsNsQz6gACf6gl","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.RI2EMRBBPNSoTJXu"},"pf2e":{"grantedBy":{"id":"UPTlaHHyaJzYFdKT","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/cosmos-mystery.webp","name":"Cosmos","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Celestial bodies great and small exert influence on you, giving you sublime cosmic power. Perhaps you see the glittering stars as a divine blessing, or perhaps you feel drawn to the infinitely dark spaces between. You might uphold deities like Desna, Sarenrae, or the deific lovers Shizuru and Tsukiyo who represent the sun and the moon-or you might draw power from dark entities from beyond the stars, like certain Outer Gods, or destructive gods of the night like Zon-Kuthon or the rat goddess Lao Shu Po.</p>\n<p><strong>Mystery Benefit</strong></p>\n<p>Your body is as much an astronomical one as it is physical. You gain resistance equal to 2 + half your level against all physical damage.</p>\n<p><strong>Trained Skill</strong> Nature</p>\n<p><strong>Granted Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.kl2q6JvBZwed4B6v]</em></p>\n<p><strong>Revelation Spells</strong></p>\n<ul>\n<li>Initial <em>@UUID[Compendium.pf2e.spells-srd.mlNYROcFrUF8nFgk]</em>;</li>\n<li>Advanced <em>@UUID[Compendium.pf2e.spells-srd.L37RTc7K79OUpZ7X]</em>;</li>\n<li>Greater <em>@UUID[Compendium.pf2e.spells-srd.In2A7GCyxxaqZdPI]</em></li>\n</ul>\n<p><strong>Related Domains</strong> darkness, moon</p>\n<h3>Curse of the Sky's Call</h3>\n<p>@UUID[Compendium.pf2e.feat-effects.rwDsr5XsrYcH7oFT]</p>\n<p>You have your head in the clouds-and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you.</p>\n<h4>Minor Curse</h4>\n<p>Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} and take a -2 penalty to saves and DCs against @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD], @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731], and other forms of forced movement.</p>\n<h4>Moderate Curse</h4>\n<p>Your body is drawn further skyward. You are @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 2}, and the penalty from your minor curse increases to -3.</p>\n<p>You are treated as one size smaller for wind effects. You gain a +2 status bonus against @UUID[Compendium.pf2e.actionspf2e.ge56Lu1xXVFYUnLP] attempts, you only take half as much damage from falls, and you gain the effects of the @UUID[Compendium.pf2e.feats-srd.HJYQlmGTdtyGWr6a] and @UUID[Compendium.pf2e.feats-srd.ZBhvJ9O8MvBFAlhq] skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much.</p>\n<h4>Major Curse (11th)</h4>\n<p>As your body rises, you float just above the ground beneath you. You become @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 4}, and the penalty from your minor curse increases to -4.</p>\n<p>You can walk on liquids as if they were solid; you gain the effects of the @UUID[Compendium.pf2e.feats-srd.TVFfTP9fHRidwBlW] skill feat; and you don't leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.nat.rank","value":1},{"key":"Resistance","predicate":["class:oracle"],"type":"physical","value":"2+floor(@actor.level/2)"}],"slug":"cosmos","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mRNa9qY7ct1KJNs4","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"},"pf2e":{"grantedBy":{"id":"6dYJPhODk4JIhTCd","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":"sEmxUPSE8UfROoGp","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LLQ5SO2c44uXDFJk"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Tail Whip","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>By birth or through training, your tail is strong enough to make for a powerful melee weapon. You gain a tail unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"category":"unarmed","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d6"}},"group":"brawling","key":"Strike","range":null,"traits":["sweep","unarmed"]}],"slug":"tail-whip","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":["lizardfolk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"aqsPsrD16KcH2p4F","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.t3IzY8uSyFj3aGmh"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Shed Tail","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p><strong>Requirements</strong> You have a fully grown tail.</p>\n<p><strong>Trigger</strong> You become grabbed.</p>\n<hr />\n<p>You can shed your tail to escape. You cease being grabbed, then Stride without triggering any reactions from the creature that grabbed you. It takes 1 week for your tail to fully grow back. Until it does, you can't use your tail unarmed attack, and you take a -2 circumstance penalty on checks to Balance.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.OK7zMlYy25JciBp6]</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[{"value":"Tail Whip"}]},"rules":[],"slug":"shed-tail","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":["lizardfolk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wzxfichAfJVvusTy","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":"5XZbWQ0qpPEurxnv","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":"J9pVVFVIqaXcKv4z","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.v0WPfxN6G8XFfFZT"},"pf2e":{"itemGrants":{"assurance":{"id":"Ide5KyYYdKd8KOCX","onDelete":"detach"}}}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Scholar (Occultism)","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["int","wis"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.</p>\n<p>Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.</p>\n<p>You're trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0] skill feat in your chosen skill.</p>"},"items":{},"rules":[{"choices":[{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillRel","value":"religion"}],"flag":"scholar","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"occultism"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.{item|flags.pf2e.rulesSelections.scholar}.rank","value":1},{"flag":"assurance","key":"GrantItem","preselectChoices":{"assurance":"{item|flags.pf2e.rulesSelections.scholar}"},"uuid":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}],"slug":"scholar","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Academia Lore","trainedSkills":{"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"Ide5KyYYdKd8KOCX","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"},"pf2e":{"grantedBy":{"id":"J9pVVFVIqaXcKv4z","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Occultism)","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":null,"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":"occultism"},{"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":"1Cz9ehGwAq6R93FQ","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":"skill-2","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":"5s6Iah7G8WAI0OSQ","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":"skill-4","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":"39oLtiJKoWjNuaJe","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BStw1cANwx5baL6d"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Armor Proficiency","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":"Sq6UXvbDLLKx4I68","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":{"value":"spontaneous"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"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,"value":0},"tradition":{"value":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"w1fdJO1tVaK7vYlc","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.kl2q6JvBZwed4B6v"}},"img":"systems/pf2e/icons/spells/dancing-lights.webp","name":"Dancing Lights","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 up to four floating lights, no two of which are more than 10 feet apart. 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":"Sq6UXvbDLLKx4I68"},"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":"SN1PPE0kwGqN8E0i","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":"Sq6UXvbDLLKx4I68"},"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":"pz2Y2qu9maQWj3Bd","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":"Sq6UXvbDLLKx4I68"},"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":"2wWzQG1nSBa87siW","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":"Sq6UXvbDLLKx4I68"},"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":"O7YtUrbTJT0jL3kS","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":"Sq6UXvbDLLKx4I68"},"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":"UGLTxKWsaMQDrD0L","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":"Sq6UXvbDLLKx4I68"},"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":"rsr6B4Wto2uLkjn6","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":"Sq6UXvbDLLKx4I68"},"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":"nT4Jsj0GErUI0p4q","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":"Sq6UXvbDLLKx4I68"},"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":"Xalbx0yWXbWoHfEH","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":"Sq6UXvbDLLKx4I68"},"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":"zGLknmB0J3HfKfnO","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":{"heightenedLevel":1,"value":"Sq6UXvbDLLKx4I68"},"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":"LITO9N32Y2YPVEa4","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.J7Y7tl0bbdz7TcCc"}},"img":"systems/pf2e/icons/spells/ray-of-enfeeblement.webp","name":"Ray of Enfeeblement","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 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":{"heightenedLevel":1,"value":"Sq6UXvbDLLKx4I68"},"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":"MF4k3qsRa9JA0Cc9","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.41TZEjhO6D1nWw2X"}},"img":"systems/pf2e/icons/spells/augury.webp","name":"Augury","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveals the GM's best guess among the following outcomes:</p>\n<ul>\n<li><strong>Weal</strong> The results will be good.</li>\n<li><strong>Woe</strong> The results will be bad.</li>\n<li><strong>Weal</strong> and Woe The results will be a mix of good and bad.</li>\n<li><strong>Nothing</strong> There won't be particularly good or bad results.</li>\n</ul>\n<p>The GM rolls a secret @Check[type:flat|dc:6|traits:secret]. On a failure, the result is always \"nothing.\" This makes it impossible to tell whether a \"nothing\" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":"Sq6UXvbDLLKx4I68"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"augury","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"10 minutes"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["prediction"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"LaYXW7r6OzGNjr4Y","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":"Sq6UXvbDLLKx4I68"},"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":"P5V0vcx63SRGNNvg","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":"Sq6UXvbDLLKx4I68"},"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":"6FtrEIQZDOPf9iQg","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.KqvqNAfGIE5a9wSv"}},"img":"systems/pf2e/icons/spells/heroism.webp","name":"Heroism","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 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":{"heightenedLevel":3,"value":"Sq6UXvbDLLKx4I68"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heroism","source":{"value":"Pathfinder Core Rulebook"},"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":"ctOmyNJHsxkhUpmC","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.DyiD239dNS7RIxZE"}},"img":"systems/pf2e/icons/spells/searing-light.webp","name":"Searing Light","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":"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":{"heightenedLevel":3,"value":"Sq6UXvbDLLKx4I68"},"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":"Sk83ESsd63PzWHWm","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":{"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"xy5qK5Ip05qOfhQo","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.mlNYROcFrUF8nFgk"}},"img":"systems/pf2e/icons/spells/spray-of-stars.webp","name":"Spray of Stars","sort":0,"system":{"ability":{"value":""},"area":{"type":"cone","value":15},"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":"1d4"}}},"description":{"value":"<p>You fling a spray of tiny shooting stars, dealing 1d4 fire damage. Each creature in the area must attempt a Reflex 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 and is @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 round.</p>\n<p><strong>Failure</strong> The creature takes full damage and is Dazzled for 3 rounds.</p>\n<p><strong>Critical Failure</strong> The creature takes double damage and is Dazzled for 1 minute.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> Increase the damage by 1d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"Sk83ESsd63PzWHWm"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"spray-of-stars","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":[]},"traits":{"rarity":"uncommon","value":["cursebound","fire","light","oracle"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"hCpx7OrG954Hlgyo","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.NhNKzq1DvFxkvTEc"}},"img":"systems/pf2e/icons/spells/vision-of-weakness.webp","name":"Vision of Weakness","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 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":"Sk83ESsd63PzWHWm"},"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":"jjuzmuDE641caHMq","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":100000,"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":1,"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":""},"traits":{"rarity":"common","value":["alchemical","bomb","cold","consumable","splash"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"RXf1Y9nlz4niJkl8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.62nnVQvGhoVLLl2K"}},"img":"systems/pf2e/icons/equipment/weapons/crossbow.webp","name":"Crossbow","sort":200000,"system":{"MAP":{"value":""},"baseItem":"crossbow","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d8"},"description":{"value":"<p>This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.</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":120,"reload":{"value":"1"},"rules":[],"size":"med","slug":"crossbow","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"rEIHjv4YHrg7jDZK","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":300000,"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":null},"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":"HxqmqGdRUZJ1uh5p","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3OkOKxCee9WruGU5"}},"img":"systems/pf2e/icons/equipment/staves/staff-of-healing.webp","name":"Staff of Healing","sort":400000,"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>Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or using charges from the staff.</p>\n<p><strong>Activate</strong> Cast a Spell</p>\n<hr />\n<p><strong>Effect</strong> You expend a number of charges from the staff to cast a spell from its list.</p>\n<p><strong>Craft Requirements</strong> Supply one casting of all listed levels of all listed spells.</p>\n<p>The item bonus granted to <em>heal</em> spells is +1.</p>\n<ul>\n<li><strong>Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.SnjhtQYexDtNDdEg]</em></li>\n<li><strong>1st</strong> <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em></li>\n</ul>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"club","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":4},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":90}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"staff-of-healing","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["magical","necromancy","staff","two-hand-d8"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"rMpd8DbQd5NvNik8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.AnwzlOs0njF9Jqnr"}},"img":"systems/pf2e/icons/equipment/armor/hide.webp","name":"Hide Armor","sort":500000,"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":"6LYjMEWYlabI372g","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":600000,"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":"ln7zVexwiu6oHnJv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.wob6DB1FFdWs0mbp"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/compass.webp","name":"Compass","sort":700000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. 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{"_id":"Ffnp6AbRVhjmLH9T","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","items":[{"_id":"7sVKCZbcSUbxSlXb","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Labor Lore","sort":1400000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"kq2QoW7O0uQiWugy","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","name":"Kobold","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["aklo","dwarven","gnomish","infernal","terran","undercommon"]},"alternateAncestryBoosts":["str","dex"],"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.</em></p>\n<hr />\n<p>Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own.</p>\n<p>If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons.</li>\n<li>Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes.</li>\n<li>Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that you are cowardly and won't stick around in the face of danger.</li>\n<li>Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses.</li>\n<li>Consider your claims of draconic power to be overblown, delusional, or endearing.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or—more rarely—vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60.</p>\n<p>The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar, whether that's the dragon they currently serve or the dragon type from which they're descended.</p>\n<h2>Society</h2>\n<p>Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.</p>\n<p>Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality.</p>\n<h2>Alignment and Religion</h2>\n<p>All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival.</p>\n<p>Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward Abadar's order or Shelyn's artistic flair. More sinister communities uphold Asmodeus and other archdevils as common patrons. The dragon deities Apsu and Dahak are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads.</p>\n<h2>Adventurers</h2>\n<p>Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace—and sometimes revenge. Typical kobold backgrounds include artisan, artist, criminal, hunter, miner, scout, and tinker, plus bandit, cultist, scavenger, and servant. Kobolds excel as bards, rangers, rogues, and sorcerers, though they also often channel their ingenuity as alchemists or wizards.</p>\n<h2>Names</h2>\n<p>A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz</p>\n<hr />\n<p><strong>PFS Note</strong> Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Kobold 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> Constitution</p>\n<p><strong>Languages</strong> Common, Draconic</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). 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Your exemplar may also determine details of other abilities you have, using the @UUID[Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig]{Draconic Exemplars table}.</p>"},"flaws":{"0":{"value":["con"]}},"hp":6,"items":{"xhq7h":{"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","level":"1","name":"Draconic Exemplar","uuid":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"languages":{"custom":"","value":["common","draconic"]},"reach":5,"rules":[],"size":"sm","slug":"kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","kobold"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"8wlRjKt6gawjrNe0","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","name":"Draconic Exemplar (Red Dragon)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the Draconic Exemplars table.</p>\n<h3><strong>Table 1-1 Draconic Exemplars</strong></h3>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Dragon</th>\n<th>Breath Weapon Shape</th>\n<th>Damage Type</th>\n<th>Saving Throw</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Cone</td>\n<td>Poison</td>\n<td>Fortitude</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Line</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n</tbody>\n</table>"},"level":{"value":0},"location":"kq2QoW7O0uQiWugy","prerequisites":{"value":[]},"rules":[{"adjustName":true,"choices":[{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Black","value":"black"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Blue","value":"blue"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Green","value":"green"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Red","value":"red"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.White","value":"white"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Brass","value":"brass"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Bronze","value":"bronze"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Copper","value":"copper"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Gold","value":"gold"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Silver","value":"silver"}],"flag":"draconicExemplar","key":"ChoiceSet","prompt":"PF2E.SpecificRule.DragonDisciple.Prompt","rollOption":"self:feature:draconic-exemplar","selection":"red"}],"slug":"draconic-exemplar","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FPPztDdtuoXhPBsL","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.35k2aujXYvqUCSS1"}},"img":"systems/pf2e/icons/features/ancestry/cavern-kobold.webp","name":"Cavern Kobold","sort":0,"system":{"ancestry":{"name":"Kobold","slug":"kobold","uuid":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"},"description":{"value":"<p>You hatched into a warren among narrow tunnels and countless kin. Your body is flexible.</p>\n<p>When @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]{Climbing} rock walls, stalactites, and other natural stone features, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have @UUID[Compendium.pf2e.feats-srd.P04Hw8E6WAWARKHP]). This doesn't affect you if you're using a climb Speed.</p>\n<p>If you roll a success on an Acrobatics check to @UUID[Compendium.pf2e.actionspf2e.kMcV8e5EZUxa6evt], you get a critical success instead.</p>"},"rules":[{"key":"Note","predicate":["action:climb","natural-stone"],"selector":"athletics","text":"When you climb natural stone, you move at half your Speed on a success, and full speed on a critical success.","title":"{item|name}"},{"key":"Note","predicate":["action:squeeze"],"selector":"acrobatics","text":"When you roll a success to Squeeze, you get a critical success instead.","title":"{item|name}"},{"adjustment":{"success":"one-degree-better"},"key":"AdjustDegreeOfSuccess","predicate":["action:squeeze"],"selector":"acrobatics","type":"skill"}],"slug":"cavern-kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"h0X1ktMk1cTFgr2H","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.2bzqI0D4J3LUi8nq"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Laborer","sort":0,"system":{"boosts":{"0":{"selected":"str","value":["con","str"]},"1":{"selected":"con","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You've spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else's command.</p>\n<p>Choose two ability boosts. One must be to <strong>Strength</strong> or <strong>Constitution</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Athletics skill and the Labor Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.C0Tcelg3BAPhML6J] skill feat.</p>"},"items":{"zqm3y":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Hefty Hauler","uuid":"Compendium.pf2e.feats-srd.C0Tcelg3BAPhML6J"}},"rules":[],"slug":"laborer","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Labor Lore","trainedSkills":{"value":["ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"pu7WyjJTJIfH50BF","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.C0Tcelg3BAPhML6J"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Hefty Hauler","sort":0,"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":"h0X1ktMk1cTFgr2H","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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2zipKqof8Sjc98cf","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":{"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":"ZKtxnjjr7CVzwaCG","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"pf2e":{"itemGrants":{"attackOfOpportunity":{"id":"LoBIHnya8X9iSgwZ","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. 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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":"uWbhTL5IqnOEulvy","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":650000,"system":{"baseItem":null,"containerId":"hiB457j4DgjvVoRV","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":"fIPQqO9l7NnEKgiQ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":1250000,"system":{"baseItem":null,"containerId":"hiB457j4DgjvVoRV","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":"L4o7SZsuZWD79BGO","img":"systems/pf2e/icons/spells/summon-dragon.webp","name":"Wooden Toys of a Knight and Dragon","sort":1600000,"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":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"quantity":1,"rules":[],"size":"med","slug":null,"source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"e0rE2S3N40BDaRMu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.lzJ8AVhRcbFul5fh"}},"img":"systems/pf2e/icons/equipment/treasure/currency/copper-pieces.webp","name":"Copper Pieces","sort":1700000,"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":9,"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"}],"name":"Simeek","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":18},"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","con","wis","cha"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"LG"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"<p>Simeek isn't very brave. For years, the Hookclaws despaired over finding him a job within the tribe, despite his incredible strength. The militia commanders threw Simeek out after he constantly failed the most basic of instructions. Simeek's stint as a trap re-setter ended when he was too nervy to learn to work a crossbow without causing accidents. Eventually the hapless kobold wound up as a simple laborer, tasked with nothing more complex than moving heavy crates from one place to another. And yet, this simple decision would wind up drastically changing the course of the Hookclaw tribe's history. When a bloodthirsty adventurer proved too skilled for the kobolds' traps and broke into the warren, Simeek happened to be working in the area. For once, the kobold reacted boldly in his panic and hit the adventurer with a barrel until the intruder ran away.</p>\n<p>Now Simeek is a hero to the tribe-at least, the other kobolds reason, until something inevitably eats him. The Hookclaws discovered they liked having a hero, though, and have invested a lot of work to make Simeek live up to the title. Simeek has been delighted by unexpected gifts of clothing and armor, which allow him to look like the shining knights he admired as a hatchling (having crucially misunderstood the point of knight and dragon tales, especially among kobolds). Of course, Simeek is still completely hopeless, and so the Hookclaws have made sure that several other kobolds remain with him at all times to ensure he doesn't freeze and get himself killed.</p>\n<p>Simeek himself is simply happy that the other kobolds like him now, and cheerfully goes along with whatever he's told. He has survived his change in profession mostly through luck, but on occasion, when he panics in the right direction, he lives up to his title of hero again. He has proven too oblivious to trick and too innocent to corrupt, which drives the Hookclaws to despair, but has also sparked a certain amount of possessive pride. After all, Simeek has a heart of metaphorical gold... which is the closest thing to real gold most Hookclaws have ever encountered.</p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"min":1,"value":1},"nationality":{"value":"Hookclaws"},"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":0}},"saves":{"fortitude":{"rank":2,"value":0},"reflex":{"rank":2,"value":0},"will":{"rank":1,"value":0}},"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":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["common","draconic"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.Ffnp6AbRVhjmLH9T"}}}
{"_id":"GKuqaB0W8hbH3H90","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/halfling.svg","items":[{"_id":"TvQ7MS5tp1dDSXl4","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Mercantile Lore","sort":1200000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"CDXMbAM2rv0kUafe","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Sailing Lore","sort":1300000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":2},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"SE4wKHBlSZj4vOoP","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":"con","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":"ne32JhqAfuczGhpb","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":"SE4wKHBlSZj4vOoP","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":"ZqGDgYFDL5wTJD46","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.Gmk7oNITvMVBy78Z"}},"img":"systems/pf2e/icons/default-icons/heritage.svg","name":"Undine","sort":0,"system":{"ancestry":null,"description":{"value":"<p>A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat.</p>"},"rules":[{"add":["undine","amphibious"],"key":"ActorTraits"},{"key":"BaseSpeed","selector":"swim","value":10}],"slug":"undine","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"uncommon","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"9BJvvaQ0drbaEVYw","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":"wis","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":"iPzCFJK0RVdbXtex","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":"9BJvvaQ0drbaEVYw","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":"lHbBBekgkwlJPrsN","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":"jozKSOPazzPF1PA1","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"pf2e":{"itemGrants":{"gozreh":{"id":"UTundNEedgggq4ce","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/deity.webp","name":"Deity (Gozreh)","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":"lHbBBekgkwlJPrsN","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.swwwP7eVmlNuWTb7"},{"flag":"gozreh","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":"dmNX8kCdMvOaHABJ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"pf2e":{"itemGrants":{"cloisteredCleric":{"id":"X1db6HKRSBLgxfHQ","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":"lHbBBekgkwlJPrsN","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":"YpdmsKBNW1uYNzRH","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":"lHbBBekgkwlJPrsN","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":"1rkjold76ZZRpglt","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":"lHbBBekgkwlJPrsN","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":"Gzc4UIAnMXtKwYRK","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":"lHbBBekgkwlJPrsN","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":"vUr5hpUFbHvD9AQ6","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"pf2e":{"itemGrants":{"firstDoctrineCloisteredCleric":{"id":"iZ2ChEa5kdgK5ldM","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":"lHbBBekgkwlJPrsN","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":"5SWFZvcWkbynWXox","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.OnfrrwCfDFCFw0tc"},"pf2e":{"itemGrants":{"secondDoctrineCloisteredCleric":{"id":"ZC713bclCu6jgLE8","onDelete":"detach"}}}},"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":"lHbBBekgkwlJPrsN","prerequisites":{"value":[]},"rules":[{"flag":"secondDoctrineCloisteredCleric","key":"GrantItem","predicate":["feature:cloistered-cleric"],"uuid":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa"},{"flag":"secondDoctrineWarpriest","key":"GrantItem","predicate":["feature:warpriest"],"uuid":"Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX"}],"slug":"second-doctrine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"CsFo4JVi8gSdGfuK","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":"lHbBBekgkwlJPrsN","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":"UTundNEedgggq4ce","flags":{"core":{"sourceId":"Compendium.pf2e.deities.swwwP7eVmlNuWTb7"},"pf2e":{"grantedBy":{"id":"jozKSOPazzPF1PA1","onDelete":"cascade"}}},"img":"systems/pf2e/icons/deity/Gozreh.webp","name":"Gozreh","sort":0,"system":{"ability":["con","wis"],"alignment":{"follower":["NG","LN","N","CN","NE"],"own":"N"},"category":"deity","description":{"value":"<p>A timeless entity birthed from the first wind to stir the vast oceans, Gozreh wanders the world in the air and the seas. Sailors drop boxes of cargo as offerings to avoid a fatal storm, hoping to please the Wind and the Waves, even though they know that such pleas are far more likely to go unnoticed as they are to draw their deity's attention. The deity's temperament is fickle and their fury swift, hurling bolts of lightning and dragging to the crushing depths those who dare befoul the natural world. Gozreh is the sea that encapsulates the land and the wind that moves its surface, the birds that traverse the sky and the clouds that shield them.</p>\n<p><strong>Edicts</strong> cherish, protect, and respect nature in all its forms</p>\n<p><strong>Anathema</strong> bring civilization to intrude on the wild, create undead, despoil areas of natural beauty</p>\n<p><strong>Areas of Concern</strong> nature, the sea, and weather</p>"},"domains":{"alternate":["cold","lightning"],"primary":["air","nature","travel","water"]},"font":["heal"],"rules":[],"skill":"sur","slug":"gozreh","source":{"value":"Pathfinder Core Rulebook"},"spells":{"1":"Compendium.pf2e.spells-srd.g8QqHpv2CWDwmIm1","3":"Compendium.pf2e.spells-srd.9AAkVUCwF6WVNNY2","5":"Compendium.pf2e.spells-srd.zfn5RqAdF63neqpP"},"weapons":["trident"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"X1db6HKRSBLgxfHQ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},"pf2e":{"grantedBy":{"id":"dmNX8kCdMvOaHABJ","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":"ZDgeDNNVxGFpWQ8w","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN"},"pf2e":{"grantedBy":{"id":"iZ2ChEa5kdgK5ldM","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Domain Initiate (Water)","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":"water"}],"slug":"domain-initiate","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"iZ2ChEa5kdgK5ldM","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn"},"pf2e":{"grantedBy":{"id":"vUr5hpUFbHvD9AQ6","onDelete":"cascade"},"itemGrants":{"domainInitiate":{"id":"ZDgeDNNVxGFpWQ8w","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":"ZC713bclCu6jgLE8","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa"},"pf2e":{"grantedBy":{"id":"5SWFZvcWkbynWXox","onDelete":"cascade"}}},"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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7LUpKn7gCaD4S82N","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>"},"frequency":{"max":1,"per":"day"},"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":"kT9fUcatCFNwwJ1b","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.T4ulOYkFh8gq2kY9"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Tide-hardened","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You're at home in the unpredictable tides. You gain a +1 circumstance bonus to saves against cold and water effects. If you roll a success on a save against a cold or water effect, you get a critical success instead.</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[{"key":"Note","outcome":["success"],"predicate":[{"or":["cold","water"]}],"selector":"saving-throw","text":"When you roll a success on a save against a cold or water effect, you get a critical success instead.","title":"{item|name}"},{"adjustment":{"success":"one-degree-better"},"key":"AdjustDegreeOfSuccess","predicate":[{"or":["cold","water"]}],"selector":"saving-throw","type":"save"},{"key":"FlatModifier","predicate":[{"or":["cold","water"]}],"selector":"saving-throw","type":"circumstance","value":1}],"slug":"tide-hardened","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":["undine"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7ZZsrQhc0x6RNhAW","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.zYhcEX4JnrZ08HfV"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Healing Hands","sort":0,"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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"yd8CRqqFQ2HvEcrK","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.yExxOkHN1PN37hUa"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Communal Healing","sort":0,"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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric","healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wiCZPrBJ9UPhDWil","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BocFD2KV0qgUC76x"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Additional Lore (Sailing 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. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.</p>\n<p><strong>Special</strong> You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.</p>"},"level":{"value":1},"location":"skill-2","maxTakable":null,"prerequisites":{"value":[{"value":"trained in Lore"}]},"rules":[],"slug":"additional-lore","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"hX2Pl5tR07L1aIoO","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Battle Medicine","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"skill","description":{"value":"<p><strong>Requirements</strong> You are holding or wearing healer's tools.</p>\n<hr />\n<p>You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], and restore a corresponding amount of Hit Points; this does not remove the @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.</p>\n<p><strong>Editors note</strong> Paizo has clarified the usage of worn tools:</p>\n<blockquote>Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit. This has been marked for future errata.</blockquote>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Medicine"}]},"rules":[],"slug":"battle-medicine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","healing","manipulate","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0256a8ncht1rQtaz","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":"xSRGdwMoDc47jdpc","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Prepared Spells","sort":100000,"system":{"ability":{"value":"wis"},"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":"OvlfqlOLniPcv3Xe"},"1":{"id":"AFaDLN8Fh3M6BN2P"},"2":{"id":"bIyJ1UfnIRnZpiuL"},"3":{"id":"2EHfk3vhyRHYIh6S"},"4":{"id":"CMWzSNc9mbFjPLO5"}},"value":0},"slot1":{"max":3,"prepared":{"0":{"id":"hkT68UVGePENZQ0R"},"1":{"id":"iSPAQ2GKNMUSD52L"},"2":{"id":"Lv4J7tTEEDExs8nT"}},"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":3,"prepared":{"0":{"id":"W7Jac8KWcKr9hGwY"},"1":{"id":"moC4fq3npZNCuWoD"},"2":{"id":"AoOCOYe1sJxapbTU"}},"value":0},"slot3":{"max":2,"prepared":{"0":{"id":"lbovDcSU8LkFQQFa"},"1":{"id":"ENBLI89g1bUjhzR5"}},"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"OvlfqlOLniPcv3Xe","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":"xSRGdwMoDc47jdpc"},"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":"AFaDLN8Fh3M6BN2P","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":"xSRGdwMoDc47jdpc"},"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":"bIyJ1UfnIRnZpiuL","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":"xSRGdwMoDc47jdpc"},"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":"2EHfk3vhyRHYIh6S","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":"xSRGdwMoDc47jdpc"},"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":"CMWzSNc9mbFjPLO5","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. 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":"xSRGdwMoDc47jdpc"},"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":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"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":"hkT68UVGePENZQ0R","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.W69zswpj0Trdy5rj"}},"img":"systems/pf2e/icons/spells/air-bubble.webp","name":"Air Bubble","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 bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"xSRGdwMoDc47jdpc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"air-bubble","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"the triggering creature"},"time":{"value":"reaction"},"traditions":{"value":["arcane","divine","primal"]},"traits":{"rarity":"common","value":["air"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"iSPAQ2GKNMUSD52L","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.aIHY2DArKFweIrpf"}},"img":"systems/pf2e/icons/spells/command.webp","name":"Command","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 shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the @UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D] condition), release what it's holding, drop @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60], or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save.</p>\n<hr /><strong>Success</strong> The creature is unaffected.\n<p><strong>Failure</strong> For the first action on its next turn, the creature must use a single action to do as you command.</p>\n<p><strong>Critical Failure</strong> The target must use all its actions on its next turn to obey your command.</p>\n<hr /><strong>Heightened (5th)</strong> You can target up to 10 creatures."},"duration":{"value":"until the end of the target's next turn"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"5":{"target":{"value":"10 creatures"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"xSRGdwMoDc47jdpc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"command","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":["auditory","linguistic","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"Lv4J7tTEEDExs8nT","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.J7Y7tl0bbdz7TcCc"}},"img":"systems/pf2e/icons/spells/ray-of-enfeeblement.webp","name":"Ray of Enfeeblement","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 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":"xSRGdwMoDc47jdpc"},"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":"W7Jac8KWcKr9hGwY","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":"xSRGdwMoDc47jdpc"},"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":"moC4fq3npZNCuWoD","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":{"value":"xSRGdwMoDc47jdpc"},"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":"AoOCOYe1sJxapbTU","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Fq9yCbqI2RDt6Orw"}},"img":"systems/pf2e/icons/spells/spiritual-weapon.webp","name":"Spiritual Weapon","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":"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":"xSRGdwMoDc47jdpc"},"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":"Pathfinder Core Rulebook"},"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":"lbovDcSU8LkFQQFa","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.KqvqNAfGIE5a9wSv"}},"img":"systems/pf2e/icons/spells/heroism.webp","name":"Heroism","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 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":"xSRGdwMoDc47jdpc"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heroism","source":{"value":"Pathfinder Core Rulebook"},"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":"ENBLI89g1bUjhzR5","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.DyiD239dNS7RIxZE"}},"img":"systems/pf2e/icons/spells/searing-light.webp","name":"Searing Light","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":"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":"xSRGdwMoDc47jdpc"},"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":"qRyLPINpmFTK0xDz","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Focus Spells","sort":300000,"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"foPhHkHl6NY5AgiA","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.iAnpxrLaBU4V6Sej"}},"img":"systems/pf2e/icons/spells/tidal-surge.webp","name":"Tidal Surge","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 call forth a tremendous wave to move the target either in a body of water or on the ground. The target must attempt a Fortitude save.</p>\n<hr /><strong>Failure</strong> You move the target 5 feet in any direction along the ground or 10 feet in any direction through a body of water.\n<p><strong>Critical Failure</strong> You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"qRyLPINpmFTK0xDz"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"tidal-surge","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["cleric","water"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"jN8bniz73WcvwtNF","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Healing Font","sort":200000,"system":{"ability":{"value":"wis"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"innate"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"BIMBnON3bcAoKipB","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":3,"uses":{"max":3,"value":3},"value":"jN8bniz73WcvwtNF"},"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":"adtqbvrjQs65FLAH","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.FJrsDoaIXksVjld9"}},"img":"systems/pf2e/icons/equipment/weapons/trident.webp","name":"Trident","sort":100000,"system":{"MAP":{"value":""},"baseItem":"trident","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d8"},"description":{"value":"<p>This three‑pronged, spear‑like weapon typically has a 4‑foot shaft. Like a spear, it can be wielded with one hand or thrown.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"spear","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":"trident","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["thrown-20"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"qQfiDtpG0W33t4kj","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.rQWaJhI5Bko5x14Z"}},"img":"systems/pf2e/icons/equipment/weapons/dagger.webp","name":"Dagger","sort":200000,"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":2,"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":"RoVxP6Rc9RiDWTQP","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.upzjwQ96cZG0Xlmx"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/religious-symbol-silver.webp","name":"Religious Symbol of Gozreh (Silver)","sort":300000,"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","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":[{"domain":"all","key":"RollOption","option":"has-religious-symbol","requiresEquipped":false}],"size":"med","slug":"religious-symbol-silver","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":"ZqYxjJ4AG4zmMx8t","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.e0vSAQfxhHauiAoD"}},"img":"systems/pf2e/icons/equipment/consumables/potions/healing-potion.webp","name":"Healing Potion (Lesser)","sort":400000,"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":"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":"healing-potion-lesser","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":"CnHmDaQ47l7X9lcb","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Augury (Level 2)","sort":500000,"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.41TZEjhO6D1nWw2X]</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.41TZEjhO6D1nWw2X"}},"img":"systems/pf2e/icons/spells/augury.webp","name":"Augury","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveals the GM's best guess among the following outcomes:</p>\n<ul>\n<li><strong>Weal</strong> The results will be good.</li>\n<li><strong>Woe</strong> The results will be bad.</li>\n<li><strong>Weal</strong> and Woe The results will be a mix of good and bad.</li>\n<li><strong>Nothing</strong> There won't be particularly good or bad results.</li>\n</ul>\n<p>The GM rolls a secret @Check[type:flat|dc:6|traits:secret]. On a failure, the result is always \"nothing.\" This makes it impossible to tell whether a \"nothing\" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"augury","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"10 minutes"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["prediction"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","divine","occult"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"TZVtdlRRYxMrs4gK","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ZmefGBXGJF3CFDbn"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Neutralize Poison (Level 3)","sort":600000,"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.SUKaxVZW2TlM8lu0]</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.SUKaxVZW2TlM8lu0"}},"img":"systems/pf2e/icons/spells/neutralize-poison.webp","name":"Neutralize Poison","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 pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":true},"level":{"value":3},"location":{"heightenedLevel":3,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"neutralize-poison","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["divine","primal"]},"traits":{"rarity":"common","value":["healing"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","divine","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"pkkIPHDkMTW9NENn","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UJWiN0K3jqVjxvKk"}},"img":"systems/pf2e/icons/equipment/wands/magic-wands/magic-wand.webp","name":"Wand of Sanctuary (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.8xRzLhwGL7Dgy3EZ]</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.8xRzLhwGL7Dgy3EZ"}},"img":"systems/pf2e/icons/spells/sanctuary.webp","name":"Sanctuary","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 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":{"heightenedLevel":1,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"sanctuary","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":[]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["magical","wand","divine","occult"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"mgFgCNwkZiK6tiEK","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":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.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":"hYaTwwPtmMNprg1l","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":900000,"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":22,"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":"jp2YvxrDTh4m7ncu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":1000000,"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":"Lwwdqkz1rd3UldOX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":1200000,"system":{"baseItem":null,"containerId":"jp2YvxrDTh4m7ncu","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":"3KJDhkyzAxDg3maY","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":2100000,"system":{"baseItem":null,"containerId":"jp2YvxrDTh4m7ncu","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":"Q4NSWEquVmBl4j65","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":1150000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"jp2YvxrDTh4m7ncu","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":{"per":10,"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":"consumable"},{"_id":"PzmAgxSDHp74ujBc","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":1187500,"system":{"baseItem":null,"containerId":"jp2YvxrDTh4m7ncu","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":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":"cc2HzVd1m2N9mX26","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":1193750,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"jp2YvxrDTh4m7ncu","description":{"value":""},"equipped":{"carryType":"worn"},"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":"gA0nHA6ZvRVH4WXX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":1450000,"system":{"baseItem":null,"containerId":"jp2YvxrDTh4m7ncu","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","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":"HimX9GpzRNnxeFUb","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":1100000,"system":{"baseItem":null,"containerId":"jp2YvxrDTh4m7ncu","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":"5krhoLSDnMdR5Rhv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":1325000,"system":{"baseItem":null,"containerId":"jp2YvxrDTh4m7ncu","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":"0J7YN4Orr834arJO","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.mRz8Jmk4Q06SsZpC"}},"img":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp","name":"Everburning Torch","sort":1175000,"system":{"baseItem":null,"containerId":"jp2YvxrDTh4m7ncu","description":{"value":"<p>An <em>everburning torch</em> is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can't be smothered or quenched.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":15}},"quantity":1,"rules":[{"key":"TokenLight","value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"key":"TokenEffectIcon","value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"everburning-torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["evocation","light","magical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"}],"name":"Lavanna Saltspray","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":61},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"min":0,"value":0},"speed":{"otherSpeeds":[{"type":"swim","value":10}],"value":25}},"build":{"abilities":{"boosts":{"1":["wis","con","cha","str"],"5":["wis","con","cha","int"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"LN"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"<p>Lavanna can't remember a time when she wasn't aboard a ship. Sold by her Chelaxian masters to a merchant captain at a very young age, Lavanna soon found freedom on the open waters, rising up through the ranks of the Silver Dancer, the first ship she ever served as a crew member. One evening, during a particularly fearsome storm, Lavanna was caught on deck, but instead of being tossed about or swept overboard, the young halfling found peace in the swirling winds and felt grace in the stinging waves washing over her. This was the first time she heard the voice of Gozreh and discovered that she had undine blood in her veins.</p>\n<p>Lavanna's training was anything but traditional. She learned what she could about the faith of Gozreh at every port of call, all the while maintaining her duties aboard the merchant vessel. Over time, she became quite accomplished and took over as the Silver Dancer's healer. A year later, her skills were put to the test when a horrific fire broke out onboard and the vessel began to sink. It was only through Lavanna's skill that any of the crew survived that catastrophe. Fortunately, their ship was spotted by the Brass Bird, a pirate ship of some renown. Captain Renlock took pity on the poor souls of the Silver Dancer, taking them on and dropping them off at the nearest port.</p>\n<p>Lavanna decided to stay onboard the Brass Bird, helping to minister to the crew and ensure that the ship sailed with Gozreh's grace. Although never having much stomach for piracy, Lavanna took to life aboard the Bird, finding she had much in common with the motley crew. Outcasts and wanderers all, they forged lives for themselves of their own choosing. For a time, that was enough. Trouble came to the Brass Bird when its crew boarded a small merchant vessel off the coast of Varisia. After taking the ship's valuables, Captain Renlock let the crew go. However, a Varisian witch took umbrage to the theft and laid a curse on the Bird and its crew. Terrible storms beset the Bird and its crew. No amount of prayers to Gozreh could cause the seas to calm. Worse still, the Andoran navy caught wind of the Bird's trail and pursued the ship at every turn.</p>\n<p>After a pitched battle, Captain Renlock surrendered the ship and the small family that Lavanna had come to cherish was torn asunder. Fortunately, the halfling soon found her freedom again after only a few months in jail. Heading down to the port, she ran into her old captain who she helped rescue all those years ago. Not two days later she set sail again, this time on the Silver Dancer II. The past five years have been mostly peaceful and prosperous. Lavanna has become comfortable and with that comfort has come doubt. While ministering to the crew is important work, she sometimes wonders if the comfort and routine she enjoys aboard the ship aligns with the tenets of her deity.</p>\n<p>Such thoughts will have to wait, however, as word has reached her that Captain Renlock has passed away in prison. Oddly, the news was delivered by his curious clockwork parrot, Cawlo&hellip</p>\n<p><strong>Goals</strong> Lavanna finds herself at a crossroads and must decide whether or not to abandon her easy lifestyle. Her wanderlust grows by the day and soon it might overwhelm her. She wants to get back out into open water desperately so that she can sail new seas, meet new people, and see all that Gozreh's bounty has provided.</p>\n<p><strong>Personality</strong> Lavanna is in a bit of a rut. She craves the open ocean, to dare the sea and storms, sailing off into the unknown to see all of nature's bounty. Unfortunately, years of work on a merchant vessel have made her soft and complacent. The crew of the Silver Dancer II tends to play it safe, sticking to the shore during dangerous weather and traveling using proscribed routes. Though Lavanna considers ministering to the crew important, she often finds herself bored with the lack of danger in her routine.</p>\n<p>Lavanna also remains fascinated by nature, but in particular with the ocean and the creatures that call it home. She can be quiet at times, but when it comes to talking about the sea, most find that they can't get in a word between her frantic rants.</p>\n<p><strong>Relationships</strong> Lavanna used to have a bit of a wild streak, getting deep into the grog and singing sea shanties with the rest of the crew. These days she has settled down to the point that the crew of the Silver Dancer II see her as a bit of a bore.</p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"<p><em>Elsir Syniras</em>: Elsir was never really one to be trusted. Although he never swindled folks onboard, Lavanna saw the elven sorcerer use his magic on multiple occasions to con or steal from folks at port. Worse still, his dour attitude and aversion to risk made him less than fun to be around.</p>\n<p><em>Jadren Tagar</em>: Lavanna and Jadren used to be almost inseparable. The hulking human fighter was fun, often telling wild stories from his youth. There was a time when Lavanna thought there might be more to it than that, but such feelings never went anywhere.</p>\n<p><em>Kaako Ashfeather</em>: Lavanna and the tengu rogue got along just fine, even though she never really believed in Kaako's jinx-eating abilities. That said, she did enjoy going to new places and seeing new things, which made her a fine companion aboard the Brass Bird.</p>","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/icons/deity/Gozreh.webp","value":"Gozreh"},"ethnicity":{"value":"Chelaxian"},"gender":{"value":"F/She/Her"},"height":{"value":""},"heritage":{"value":"Undine"},"keyability":{"value":"wis"},"level":{"min":1,"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":{"fortitude":{"rank":2,"value":0},"reflex":{"rank":1,"value":0},"will":{"rank":2,"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":1},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":2},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":1},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["aquan","common","halfling"]},"rarity":"common","senses":[],"value":["undine"]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.GKuqaB0W8hbH3H90"}}}
{"_id":"Ip0EDqMZqgXmcBgZ","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","items":[{"_id":"z6JxNqL5doMdHWCi","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Farming Lore","sort":100000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"LC2avmpLy44MzeyX","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.SOmJyAtPOokesZoe"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Farmhand","sort":0,"system":{"boosts":{"0":{"selected":"wis","value":["con","wis"]},"1":{"selected":"cha","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":"k8vRyk7MoykVbcdH","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":"LC2avmpLy44MzeyX","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":"ZaCerB2qQYhCNfuo","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":"0QquVJ02mklPRcj5","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.8STJEFVJISujgpMR"},"pf2e":{"itemGrants":{"animalOrder":{"id":"B7UTPXnbEvs7nIx4","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":"ZaCerB2qQYhCNfuo","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":"ZL6mVK0sxzzbm0UD","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":"ZaCerB2qQYhCNfuo","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":"ux6weYIcWX4sCVRN","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":"ZaCerB2qQYhCNfuo","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":"wd5ayUPuWLT5iuiQ","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":"ZaCerB2qQYhCNfuo","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":"HnkvZ9EmcP7Fxqpu","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"bTWybdoAfuWU3kv0","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":"ZaCerB2qQYhCNfuo","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":"FNFXDylLTcwPgCWu","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. 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(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":"bTWybdoAfuWU3kv0","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"HnkvZ9EmcP7Fxqpu","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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You must end this movement in a space that's not adjacent to any enemy.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","option":"scamper","toggleable":true},{"key":"FlatModifier","predicate":["scamper"],"selector":"land-speed","type":"status","value":5},{"key":"FlatModifier","predicate":["scamper"],"selector":"ac","type":"circumstance","value":2}],"slug":"scamper","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"44cDE2eSbal8gcdz","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal Prepared Spells","sort":0,"system":{"ability":{"value":"wis"},"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":"XXmhP4ymJXtzNubm"},"1":{"id":"i6His96oNaHCeb2O"},"2":{"id":"w1yX7F93dfdWUTLu"},"3":{"id":"GUFNuO8dmIVG65Hg"},"4":{"id":"vxOjfPb799L0yKjP"}},"value":0},"slot1":{"max":2,"prepared":{"0":{"id":"jhw7CXgZQwc8jea2"},"1":{"id":"rL2Vbck5y14ih0S9"}},"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":"XXmhP4ymJXtzNubm","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":"44cDE2eSbal8gcdz"},"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":"i6His96oNaHCeb2O","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. 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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":"44cDE2eSbal8gcdz"},"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":"w1yX7F93dfdWUTLu","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":"44cDE2eSbal8gcdz"},"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":"GUFNuO8dmIVG65Hg","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. 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":"44cDE2eSbal8gcdz"},"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":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"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":"vxOjfPb799L0yKjP","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.uZK2BYzPnxUBnDjr"}},"img":"systems/pf2e/icons/spells/tanglefoot.webp","name":"Tanglefoot","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 vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.</p>\n<hr />\n<p><strong>Critical Success</strong> The target gains the @UUID[Compendium.pf2e.conditionitems.eIcWbB5o3pP6OIMe] condition and takes a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the @UUID[Compendium.pf2e.conditionitems.eIcWbB5o3pP6OIMe] condition.</p>\n<p><strong>Success</strong> The target takes a -10-foot circumstance penalty to its Speeds for 1 round. 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":"44cDE2eSbal8gcdz"},"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":"jhw7CXgZQwc8jea2","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":"44cDE2eSbal8gcdz"},"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":"rL2Vbck5y14ih0S9","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":"44cDE2eSbal8gcdz"},"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":"uhZ89PYQ1IOJcOVD","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":"eCwqEbJzWNfUt49O","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":"uhZ89PYQ1IOJcOVD"},"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 or 2"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["druid","healing","positive"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"isg1rNxUtoCXptU6","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.rQWaJhI5Bko5x14Z"}},"img":"systems/pf2e/icons/equipment/weapons/dagger.webp","name":"Sharpened Trowel (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":"held","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":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":"-"},"rules":[],"size":"med","slug":"dagger","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"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":"pOUrRRmX3W5CO97d","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.AnwzlOs0njF9Jqnr"}},"img":"systems/pf2e/icons/equipment/armor/hide.webp","name":"Hide Armor","sort":200000,"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":"ljfrlLb4BDojf3ih","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ezVp13Uw8cWW08Da"}},"img":"systems/pf2e/icons/equipment/shields/wooden-shield.webp","name":"Mushroom-Covered Log (Wooden Shield)","sort":300000,"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":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":1}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"resiliencyRune":{"value":null},"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":"5yZQrhtmFw12kVWU","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Ti4gWILk69LPxKuU"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/candle.webp","name":"Candle","sort":400000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>A lit candle sheds dim light in a 10‑foot radius.</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":1,"rules":[],"size":"med","slug":"candle","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":"consumable"},{"_id":"WSt6q1bJosoSpJZh","img":"systems/pf2e/icons/equipment/alchemical-items/drugs/cytillesh.webp","name":"Bag of Mushroom","sort":500000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"other"},"consume":{"value":""},"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":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"quantity":1,"rules":[],"size":"med","slug":null,"source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"H7L4eTufKsTkciYJ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.RjuupS9xyXDLgyIr"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Burning Hands (Level 1)","sort":600000,"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.y6rAdMK6EFlV6U0t]</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.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. 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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":"51zGmCFPmGyN1gD3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":1537500,"system":{"baseItem":null,"containerId":"TJefwwkBKQtOlZVe","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":"e36G1aI3PymgdgvU","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":1900000,"system":{"baseItem":null,"containerId":"TJefwwkBKQtOlZVe","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":"ffllBzUaWJA082il","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":1175000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"TJefwwkBKQtOlZVe","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":{"per":10,"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":"consumable"},{"_id":"w1rmtQNoLMaiAtQQ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":1400000,"system":{"baseItem":null,"containerId":"TJefwwkBKQtOlZVe","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":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":"ry7dJDhMx8usNOvD","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":1500000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"TJefwwkBKQtOlZVe","description":{"value":""},"equipped":{"carryType":"worn"},"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":"o8yqv3Xd0Tya8kAx","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":1600000,"system":{"baseItem":null,"containerId":"TJefwwkBKQtOlZVe","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","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":"mgV6TlNSzGP7YAQh","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":950000,"system":{"baseItem":null,"containerId":"TJefwwkBKQtOlZVe","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":"M6LVnZYuWuaxUm3B","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":1587500,"system":{"baseItem":null,"containerId":"TJefwwkBKQtOlZVe","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":"Pc0M1OFFyCcXhs5Z","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.P8BP1un5BTrwXoBy"}},"img":"systems/pf2e/icons/features/ancestry/dragonscaled-kobold.webp","name":"Dragonscaled Kobold","sort":0,"system":{"ancestry":{"name":"Kobold","slug":"kobold","uuid":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"},"description":{"value":"<p>Your scales are especially colorful, possessing some of the same resistance a dragon possesses. You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar. Double this resistance against dragons' Breath Weapons.</p>"},"rules":[{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:black","self:feature:draconic-exemplar:copper"]}],"type":"acid","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:blue","self:feature:draconic-exemplar:bronze"]}],"type":"electricity","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":["self:feature:draconic-exemplar:green"],"type":"poison","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:red","self:feature:draconic-exemplar:gold","self:feature:draconic-exemplar:brass"]}],"type":"fire","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:white","self:feature:draconic-exemplar:silver"]}],"type":"cold","value":"max(1,floor(@actor.level/2))"}],"slug":"dragonscaled-kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"01kXCJqVLOPFUlBL","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","name":"Kobold","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["aklo","dwarven","gnomish","infernal","terran","undercommon"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.</em></p>\n<hr />\n<p>Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own.</p>\n<p>If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons.</li>\n<li>Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes.</li>\n<li>Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that you are cowardly and won't stick around in the face of danger.</li>\n<li>Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses.</li>\n<li>Consider your claims of draconic power to be overblown, delusional, or endearing.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or—more rarely—vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60.</p>\n<p>The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar, whether that's the dragon they currently serve or the dragon type from which they're descended.</p>\n<h2>Society</h2>\n<p>Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.</p>\n<p>Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality.</p>\n<h2>Alignment and Religion</h2>\n<p>All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival.</p>\n<p>Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward Abadar's order or Shelyn's artistic flair. More sinister communities uphold Asmodeus and other archdevils as common patrons. The dragon deities Apsu and Dahak are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads.</p>\n<h2>Adventurers</h2>\n<p>Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace—and sometimes revenge. Typical kobold backgrounds include artisan, artist, criminal, hunter, miner, scout, and tinker, plus bandit, cultist, scavenger, and servant. Kobolds excel as bards, rangers, rogues, and sorcerers, though they also often channel their ingenuity as alchemists or wizards.</p>\n<h2>Names</h2>\n<p>A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz</p>\n<hr />\n<p><strong>PFS Note</strong> Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Kobold 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> Constitution</p>\n<p><strong>Languages</strong> Common, Draconic</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Gnomish, Infernal, 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>Draconic Exemplar</strong> You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the @UUID[Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig]{Draconic Exemplars table}.</p>"},"flaws":{"0":{"value":["con"]}},"hp":6,"items":{"xhq7h":{"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","level":"1","name":"Draconic Exemplar","uuid":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"languages":{"custom":"","value":["common","draconic"]},"reach":5,"rules":[],"size":"sm","slug":"kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","kobold"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"ovbGPOOCWnptSiES","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","name":"Draconic Exemplar (White Dragon)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the Draconic Exemplars table.</p>\n<h3><strong>Table 1-1 Draconic Exemplars</strong></h3>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Dragon</th>\n<th>Breath Weapon Shape</th>\n<th>Damage Type</th>\n<th>Saving Throw</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Cone</td>\n<td>Poison</td>\n<td>Fortitude</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Line</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n</tbody>\n</table>"},"level":{"value":0},"location":"01kXCJqVLOPFUlBL","prerequisites":{"value":[]},"rules":[{"adjustName":true,"choices":[{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Black","value":"black"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Blue","value":"blue"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Green","value":"green"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Red","value":"red"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.White","value":"white"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Brass","value":"brass"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Bronze","value":"bronze"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Copper","value":"copper"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Gold","value":"gold"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Silver","value":"silver"}],"flag":"draconicExemplar","key":"ChoiceSet","prompt":"PF2E.SpecificRule.DragonDisciple.Prompt","rollOption":"self:feature:draconic-exemplar","selection":"white"}],"slug":"draconic-exemplar","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"}],"name":"Izni","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":14},"initiative":{"statistic":"perception"},"resistances":[{"type":"cold","value":1}],"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"min":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["wis","int","con","dex"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"LN"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"<p>Izni works hard to grow large and exquisite mushrooms in order to provide tasty and nourishing meals for her fellow kobolds. While she grudgingly turns over her fair share of the harvest to the tribe when its ready, Izni sells her surplus mushrooms to other underground creatures for a tidy profit. She dreams of somehow making her way into Absalom's above-ground markets and purchasing the exciting and strange mushrooms that the human citizens eat. </span></p>\n<p>The only creature Izni seems to like very much is a large, fluffy cat named Precious, which Izni rescued from a burlap sack. Izni claims that Precious was once heir to a noble's fortune before the family butler disposed of her in order to steal the inheritance. The other kobolds don't quite understand Izni's affection for a fuzzy mammal, but Izni insists that Precious is a small draconic creature just like kobolds, as evidenced by such draconic traits as arrogance, overpowering charisma, and endless spite.</span></p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"wis"},"level":{"min":1,"value":1},"nationality":{"value":"Hookclaws"},"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":{"fortitude":{"rank":1,"value":0},"reflex":{"rank":1,"value":0},"will":{"rank":2,"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":1},"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":["common","draconic","undercommon"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.Ip0EDqMZqgXmcBgZ"}}}
{"_id":"JiA08mYkxYMA5ZEn","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/orc.svg","items":[{"_id":"EHSXqaR3B6TibqLs","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":"cha","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":"oFkL92F5LVMWZpk9","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.tLd8Qg82AwEbbmgX"}},"img":"systems/pf2e/icons/features/ancestry/half-orc.webp","name":"Half-Orc","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>One of your parents was an orc, or one or both were half-orcs. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait, the half-orc trait, and @UUID[Compendium.pf2e.ancestryfeatures.DRtaqOHXTRtGRIUT]. In addition, you can select orc, half-orc, and human feats whenever you gain an ancestry feat.</p>"},"rules":[{"key":"Sense","selector":"lowLightVision"},{"add":["orc","half-orc"],"key":"ActorTraits"}],"slug":"half-orc","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["half-orc"]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"n4pWgdKwg7mRAgK0","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.Yu7Cl0Lk94LdPRi6"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Noble","sort":0,"system":{"boosts":{"0":{"selected":"cha","value":["cha","int"]},"1":{"selected":"int","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble's lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to better your station, you have traded silks and pageantry for an adventurer's life.</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 Society skill and the Genealogy Lore skill or Heraldry Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.JtjnFsOToBLnSRO9] skill feat.</p>"},"items":{"5gkru":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Courtly Graces","uuid":"Compendium.pf2e.feats-srd.JtjnFsOToBLnSRO9"}},"rules":[],"slug":"noble","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"<Genealogy or Heraldry> Lore","trainedSkills":{"value":["soc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"J7JxZZverOKIa5sC","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":"n4pWgdKwg7mRAgK0","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":"nWH3tN0FD6g2HbLj","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":"JLXK1ADAMGb3Mx8J","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.2goYo6VNbwC6aKF1"},"pf2e":{"itemGrants":{"bloodlineFey":{"id":"M8mpmWYIEmqI77vQ","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":"nWH3tN0FD6g2HbLj","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.eW3cfCH7Wpx2vik2"},{"flag":"bloodlineFey","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":"HvbZ4EmQcxHVp8XL","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":"nWH3tN0FD6g2HbLj","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":"PIxVNc4UR1HyFoks","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":"nWH3tN0FD6g2HbLj","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":"Q4oqZCrO6xOf4kkL","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":"nWH3tN0FD6g2HbLj","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":"M8mpmWYIEmqI77vQ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eW3cfCH7Wpx2vik2"},"pf2e":{"grantedBy":{"id":"JLXK1ADAMGb3Mx8J","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/fey.webp","name":"Bloodline: Fey","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family's bloodline.</p>\n<p><strong>Spell List</strong> primal</p>\n<p><strong>Bloodline Skills</strong> Deception, Nature</p>\n<p><strong>Granted Spells</strong> cantrip <em>@UUID[Compendium.pf2e.spells-srd.atlgGNI1E1Ox3O3a]</em>, 1st: <em>@UUID[Compendium.pf2e.spells-srd.vLA0q0WOK2YPuJs6]</em>, 2nd: <em>@UUID[Compendium.pf2e.spells-srd.tlSE7Ly8vi1Dgddv]</em>, 3rd: <em>@UUID[Compendium.pf2e.spells-srd.IihxWhRfpsBgQ5jS]</em>, 4th: <em>@UUID[Compendium.pf2e.spells-srd.qwlh6aDgi86U3Q7H]</em>, 5th: <em>@UUID[Compendium.pf2e.spells-srd.TCk2MDwf5L5OYjFC]</em>, 6th: <em>@UUID[Compendium.pf2e.spells-srd.WPXzPl7YbMEIGWfi]</em>, 7th: <em>@UUID[Compendium.pf2e.spells-srd.jBGAYmR0BkkbpJvG]</em>, 8th: <em>@UUID[Compendium.pf2e.spells-srd.Jvyy6oVIQsD34MHB]</em>, 9th: <em>@UUID[Compendium.pf2e.spells-srd.KPDHmmjJiw7PhTYF]</em></p>\n<p><strong>Bloodline Spells</strong> initial: <em>@UUID[Compendium.pf2e.spells-srd.IkS3lDGUpIOMug7v]</em>, advanced: <em>@UUID[Compendium.pf2e.spells-srd.mBojKJatf9PTYC38]</em>, greater: <em>@UUID[Compendium.pf2e.spells-srd.DdXKfIjDtORUtUvY]</em></p>\n<p><strong>Blood Magic</strong> Colorful fey glamours dance around you or one target, causing them to be concealed for 1 round. Such obvious concealment can't be used to Hide.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.rJpkKaPRGaH0pLse]</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.dec.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.nat.rank","value":1},{"key":"ActiveEffectLike","mode":"override","path":"system.proficiencies.aliases.sorcerer","priority":39,"value":"primal"}],"slug":"bloodline-fey","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"AO0mvAwBCcyq69jy","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"dangerousSorcery":{"id":"5DvHpi8dcpFlxrc4","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":"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.emRfSVvU8ZAH9UdK"},{"flag":"dangerousSorcery","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":"5DvHpi8dcpFlxrc4","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.emRfSVvU8ZAH9UdK"},"pf2e":{"grantedBy":{"id":"AO0mvAwBCcyq69jy","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Dangerous Sorcery","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","phase":"afterDerived","predicate":["item:spell-slot","item:duration:0","damaging-effect"],"selector":"spell-damage","type":"status","value":"@spell.level"}],"slug":"dangerous-sorcery","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"UcKWyQFQOygq46ay","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Genealogy 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":"O7f0ZSJcMPMFAl3S","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal Spontaneous Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"spontaneous"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"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,"value":0},"tradition":{"value":"primal"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"gKCLdPRMT7r3iuwa","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":"O7f0ZSJcMPMFAl3S"},"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":"xG65Ax7A0ewYDjl2","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":"O7f0ZSJcMPMFAl3S"},"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":"Ak20MAiHaPjPlFVv","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},"heightening":{"levels":{"3":{"range":{"value":"60 feet"}},"5":{"range":{"value":"120 feet"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"O7f0ZSJcMPMFAl3S"},"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":"hAldmEeyxw1z5Kg6","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":"O7f0ZSJcMPMFAl3S"},"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":"cXxujYXHLb31yCEl","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":"O7f0ZSJcMPMFAl3S"},"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":"DFyUWO5di5hs8GKn","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},"heightening":{"levels":{"8":{"target":{"value":"10 creatures"}}},"type":"fixed"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"O7f0ZSJcMPMFAl3S"},"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":"EfFszqRzybXHjJZ5","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.s8gTmnNMg4H4bHEF"}},"img":"systems/pf2e/icons/spells/gritty-wheeze.webp","name":"Gritty Wheeze","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":{"en43qsw1luwagcht":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"bludgeoning"},"value":"2d4"}}},"description":{"value":"<p>You exhale desiccating grit and sand in a small cloud. Creatures in the area take 2d4 bludgeoning damage and must attempt a Fortitude save.</p>\n<p>Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature takes no damage.</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.TkIyaNPgTZFBCCuh] for 1 round.</p>\n<p><strong>Critical Failure</strong> The creature takes double damage and is dazzled for 1 minute.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 2d4.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"en43qsw1luwagcht":"2d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"O7f0ZSJcMPMFAl3S"},"materials":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"evocation"},"slug":"gritty-wheeze","source":{"value":"Pathfinder Adventure: Threshold of Knowledge"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","primal"]},"traits":{"rarity":"uncommon","value":["air","earth"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"OHWZFwv1LSg2scsx","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.BA143r8fCqmSjdRf"}},"img":"systems/pf2e/icons/spells/nettleskin.webp","name":"Nettleskin","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{"u1tz6yrszljlkr1m":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"piercing"},"value":"1d4"}}},"description":{"value":"<p>Thorns sprout from your body; they pass through and don't damage any clothing or armor you wear.</p>\n<p>Adjacent creatures that hit you with a melee or unarmed attack take 1d4 piercing damage as the nettles jab them and break off. Each time a creature takes damage in this way, <em>nettleskin</em>'s duration decreases by 1 round.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage increases by 1d4.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"u1tz6yrszljlkr1m":"1d4"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"O7f0ZSJcMPMFAl3S"},"materials":{"value":""},"range":{"value":"self"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"slug":"nettleskin","source":{"value":"Pathfinder Adventure: Threshold of Knowledge"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"self"},"time":{"value":"2"},"traditions":{"custom":"","value":["primal"]},"traits":{"rarity":"uncommon","value":["plant"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ZhIlGhFxNrt2BSmF","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal Focus Spells","sort":0,"system":{"ability":{"value":"cha"},"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":"NOUcObprl56QSEFO","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.IkS3lDGUpIOMug7v"}},"img":"systems/pf2e/icons/spells/faerie-dust.webp","name":"Faerie Dust","sort":0,"system":{"ability":{"value":""},"area":{"details":"5-foot burst or more","type":"burst","value":5},"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst's radius increases by 5 feet.</p>\n<hr />\n<p><strong>Success</strong> The creature is unaffected.</p>\n<p><strong>Failure</strong> The creature can't use reactions and takes a -2 status penalty to Perception checks and Will saves.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.LHREWCGPkWsc4GGJ]</p>\n<p><strong>Critical Failure</strong> As failure, and the creature also takes a -1 status penalty to Perception checks and Will saves for 1 minute.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.pcK88HqL6LjBNH2h]</p>\n<hr />\n<p><strong>Heightened (+3)</strong> The initial radius increases by 5 feet.</p>"},"duration":{"value":"1 round"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{},"interval":3,"type":"interval"},"level":{"value":1},"location":{"value":"ZhIlGhFxNrt2BSmF"},"materials":{"value":""},"overlays":{"4fq7k05nvyujd8et":{"_id":"4fq7k05nvyujd8et","overlayType":"override","sort":3,"system":{"area":{"value":"15"},"time":{"value":"3"}}},"va07sxrcj8n2715r":{"_id":"va07sxrcj8n2715r","overlayType":"override","sort":2,"system":{"area":{"value":"10"},"time":{"value":"2"}}},"vr5fwgm0r9nazh6j":{"_id":"vr5fwgm0r9nazh6j","overlayType":"override","sort":1,"system":{"time":{"value":"1"}}}},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"faerie-dust","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1 to 3"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["mental","sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"dUh7uts79RSP7ioh","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. 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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":1,"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":"vlJ5w7XJqDTkdk3d","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":3,"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":"d9Exc34Fy1PI18ce","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":"EjYyCHbVjevDzyNN","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":"ZyXHCfQTBZVVnljn","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.6cyw0yK91cNsbvSK"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/mirror.webp","name":"Mirror","sort":0,"system":{"baseItem":null,"containerId":"EjYyCHbVjevDzyNN","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":{"gp":1}},"quantity":1,"rules":[],"size":"med","slug":"mirror","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":"6TRuCT63hSoravYj","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":"EjYyCHbVjevDzyNN","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"}],"name":"Zane Ikundi","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":"N"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"","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":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":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":["mwangi","orcish","sylvan"]},"senses":[{"acuity":"precise","type":"lowLightVision","value":""}],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.JiA08mYkxYMA5ZEn"}}}
{"_id":"JqHEn0seOxR10rTN","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/elf.svg","items":[{"_id":"XnrPtvAks1dPlny2","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Scouting 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":"AfQTuIBF9oZ11qiM","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":"wis","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":"KMRAJqwBvebOK1vl","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.jEtVesbqYcWGbBYk"}},"img":"systems/pf2e/icons/features/ancestry/seer-elf.webp","name":"Seer Elf","sort":0,"system":{"ancestry":{"name":"Elf","slug":"elf","uuid":"Compendium.pf2e.ancestries.PgKmsA2aKdbLU6O0"},"description":{"value":"<p>You have an inborn ability to detect and understand magical phenomena. You can cast the <em>@UUID[Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl]</em> cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.</p>\n<p>In addition, you gain a +1 circumstance bonus to checks to @UUID[Compendium.pf2e.actionspf2e.eReSHVEPCsdkSL4G] and to @UUID[Compendium.pf2e.actionspf2e.d9gbpiQjChYDYA2L] of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.</p>"},"rules":[{"key":"FlatModifier","label":"Seer Elf (Identity Magic or Decipher Writing)","predicate":[{"or":["action:identify-magic","action:decipher-writing"]}],"selector":"skill-check","type":"circumstance","value":1}],"slug":"seer-elf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"tTDku1gi16sICTE4","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.XcacLiaGDgjzHS3T"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Spotter","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","wis"]},"1":{"selected":"wis","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>An eye for detail, a sense for the wind, and a strong trust in your gut feelings. These qualities have set you apart from others when it comes to assisting a sharpshooter with setting up the perfect shot against their target. Elevation, velocity, and concealment-these are all vital factors that need to be considered to pull off a feat of true marksmanship, and no sniper would be able to function without an experienced spotter. Since your younger days, you've put your skills as a spotter to work as an adventurer. Whether you're taking your own shots now or spotting for others, your talents grant you an edge in an adventuring career.</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 Stealth skill and the Scouting Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.beyw5bdA5hkQbmaG] skill feat.</p>"},"items":{"ku7lr":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Terrain Stalker","uuid":"Compendium.pf2e.feats-srd.beyw5bdA5hkQbmaG"}},"rules":[],"slug":"spotter","source":{"value":"Pathfinder Guns & Gears"},"trainedLore":"Scouting","trainedSkills":{"custom":"","value":["ste"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"SP5dvQHuGTDZmIPs","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":"tTDku1gi16sICTE4","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":"MnIzUVwi14CIJ8uy","flags":{"core":{"sourceId":"Compendium.pf2e.classes.Z9li154CPNmun29Q"}},"img":"systems/pf2e/icons/classes/gunslinger.webp","name":"Gunslinger","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"Simple Firearms, Martial Firearms","rank":2},"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>While some fear projectile weapons, you savor the searing flash, wild kick, and cloying smoke that accompanies a gunshot, or snap of the cable and telltale thunk of your crossbow just before your bolt finds purchase. Ready to draw a bead on an enemy at every turn, you rely on your reflexes, steady hand, and knowledge of your weapons to riddle your foes with holes.</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: 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 Gunslinger</h1>\n<h2>During Combat Encounters...</h2>\n<p>You strike from range with your firearms, seeking to defeat your opponents before they can pose a true threat. Depending on your choice of weapon, you might prefer to strike your opponent from a hidden position before they ever realize you're there, dash through a frenzied melee with pistols blazing, or glide effortlessly across the battlefield, waiting for the perfect moment to end the conflict with a single, well-placed shot.</p>\n<h2>During Social Encounters...</h2>\n<p>You have a keen eye and can see things coming from farther than most. You might not be the life of the party, but your companions know to pay attention when your subtle nod or concerned grunt indicates that something's amiss.</p>\n<h2>While Exploring...</h2>\n<p>You scout the group's position for incoming threats and help search for secret doors and @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] passages, keeping a weather eye out for unexpected threats.</p>\n<h2>In Downtime...</h2>\n<p>You might craft ammunition or keep your complex weapons clean and maintained, and you might look for work that matches your unique talents, such as working as a blacksmith, engineer, or part of the local watch. You might wander from town to town, or stay put for a spell to enjoy the silence that lingers between gunfights.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Seek out areas of great conflict where your unique choice of weaponry can help build your reputation.</li>\n<li>Explore new horizons, trusting your honed senses and deadly weapon to keep you safe.</li>\n<li>Demonstrate extensive knowledge about various types of guns and ammunition, along with curiosity about the latest in gun technology.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that since you know how your gun works, you must also understand how to resolve other mechanical challenges.</li>\n<li>Underestimate you at first glance, thinking you rely on your gun because you lack any other skills.</li>\n<li>Respect your eternal vigilance, unyielding grit, and excellent aim.</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 one or more skills determined by your gunslinger's way</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 firearms and crossbows</p>\n<p>Expert in martial firearms and crossbows</p>\n<p>Trained in advanced firearms and crossbows</p>\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 gunslinger class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a gunslinger. 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, gunslinger's way, initial deed, gunslinger feat, singular expertise</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, skill increase, stubborne</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, gunslinger weapon mastery, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, skill increase, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Advanced deed, ancestry feat, gunslinger expertise, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Evasion, general feat, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, gunslinging legend, medium armor expertise, skill increase</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater deed, greater weapon specialization, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, juggernaut, shootist's edge, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, incredible senses, medium armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, gunslinger 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>Gunslinger's Way</h2>\n<p>All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats. The gunslinger ways are described in detail on page 108. The following ways are presented in this book.</p>\n<p><strong>Way of the Drifter</strong> You wander across the battlefield, equally at home in and out of the fray.</p>\n<p><strong>Way of the Pistolero</strong> You carefully maintain your distance at a duelist's 10 paces with pistol in hand.</p>\n<p><strong>Way of the Sniper</strong> You practice a methodical style of shooting, striking from far cover.</p>\n<p><strong>Way of the Vanguard</strong> You rely on a brutal combat style that uses heavy weapons and explosive attacks.</p>\n<h2>Gunslinger Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a gunslinger class feat.</p>\n<h2>Singular Expertise</h2>\n<p>You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.</p>\n<p>This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level, 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 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>Stubborn<span style=\"float:right\">Level 3</span></h2>\n<p>You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.</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>Gunslinger Weapon Mastery<span style=\"float:right\">Level 5</span></h2>\n<p>You fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms and crossbows. Your proficiency rank for advanced firearms and crossbows, simple weapons, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects for firearms and crossbows.</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 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 4 if you're legendary.</p>\n<h2>Advanced Deed<span style=\"float:right\">Level 9</span></h2>\n<p>You've learned a powerful new technique of your chosen way. You gain the advanced deed ability of the way you chose at 1st level.</p>\n<h2>Gunslinger Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>Your special shots become harder for opponents to predict or resist. Your proficiency rank for your gunslinger class DC increases to expert.</p>\n<h2>Evasion<span style=\"float:right\">Level 11</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>Gunslinging Legend<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned unique techniques for wielding firearms and crossbows that give you unmatched skill in their use. Your proficiency rank increases to legendary with simple and martial firearms and crossbows and to master with advanced firearms and crossbows. Your proficiency rank for simple weapons, martial weapons, and unarmed attacks increases to expert.</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>Greater Deed<span style=\"float:right\">Level 15</span></h2>\n<p>You've mastered the pinnacle technique of your chosen way. You gain the greater deed ability of the way you chose at 1st level.</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>Juggernaut<span style=\"float:right\">Level 17</span></h2>\n<p>Your body has become accustomed to physical hazards 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>Shootist's Edge<span style=\"float:right\">Level 17</span></h2>\n<p>You make shots others find impossible. Your proficiency rank for your gunslinger class DC increases to master. When using a ranged weapon in which you have master or greater proficiency, you ignore the penalty for attacking within the weapon's second and third range increments.</p>\n<h2>Incredible Senses<span style=\"float:right\">Level 19</span></h2>\n<p>You notice things that most people can't detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2>Medium Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light and medium armor improves, increasing your ability to dodge or absorb blows. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0f5gd":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":11,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"182it":{"img":"systems/pf2e/icons/features/classes/shootists-edge.webp","level":17,"name":"Shootist's Edge","uuid":"Compendium.pf2e.classfeatures.RkofVX55ciXZyfAA"},"1qqd9":{"img":"systems/pf2e/icons/features/classes/gunslinger-expertise.webp","level":9,"name":"Gunslinger Expertise","uuid":"Compendium.pf2e.classfeatures.aKr6OE8vI2BsJzf1"},"5m24f":{"img":"systems/pf2e/icons/features/classes/greater-deed.webp","level":15,"name":"Greater Deed","uuid":"Compendium.pf2e.classfeatures.yc9RuXXxmZ9YidH6"},"5vutv":{"img":"systems/pf2e/icons/features/classes/advanced-deed.webp","level":9,"name":"Advanced Deed","uuid":"Compendium.pf2e.classfeatures.3JLW5vPshsJf3nCY"},"6sihc":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":13,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"8ndxn":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Gunslinger's Way","uuid":"Compendium.pf2e.classfeatures.LDqVxLKrwEqSegiu"},"bskyv":{"img":"systems/pf2e/icons/features/classes/medium-armor-mastery.webp","level":19,"name":"Medium Armor Mastery","uuid":"Compendium.pf2e.classfeatures.cGMSYAErbUG5E8X2"},"emlsp":{"img":"systems/pf2e/icons/features/classes/gunslinging-legend.webp","level":13,"name":"Gunslinging Legend","uuid":"Compendium.pf2e.classfeatures.ULOAZWZEokbJC6Rq"},"g7b2s":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"gfou8":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":3,"name":"Stubborn","uuid":"Compendium.pf2e.classfeatures.Wpdeh6EkcAKA60oH"},"gpkfl":{"img":"systems/pf2e/icons/features/classes/singular-expertise.webp","level":1,"name":"Singular Expertise","uuid":"Compendium.pf2e.classfeatures.vXbk7Nm1TOTTUNvF"},"kh0qp":{"img":"systems/pf2e/icons/features/classes/gunslinger-weapon-mastery.webp","level":5,"name":"Gunslinger Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.9nRT8aq05Fy2D3i3"},"pi0ik":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":19,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"rqnn0":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"uq3mi":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":17,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"zmmy3":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"}},"keyAbility":{"value":["dex"]},"perception":2,"rules":[{"definition":["item:category:simple",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.SimpleFirearmsCrossbows","slug":"simple-firearms-crossbows","value":2},{"definition":["item:category:martial",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialFirearmsCrossbows","slug":"martial-firearms-crossbows","value":2},{"definition":["item:category:advanced",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.AdvancedFirearmsCrossbows","slug":"advanced-firearms-crossbows","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":"gunslinger","source":{"value":"Pathfinder Guns & Gears"},"trainedSkills":{"additional":3,"value":[]},"traits":{"rarity":"uncommon","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"YiCUbt3aYI2YFLxa","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.LDqVxLKrwEqSegiu"},"pf2e":{"itemGrants":{"wayOfTheSniper":{"id":"85oyTszIVmNgyYWE","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Gunslinger's Way","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.a3pSIKkDVTvvNSRO]</strong> You wander across the battlefield, equally at home in and out of the fray.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.qRLRrHf0kzaJ7xt0]</strong> You carefully maintain your distance at a duelist's 10 paces with pistol in hand.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.QWXvksGJhOjXbBqi]</strong> You practice a methodical style of shooting, striking from far cover.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.vB0yVFxJVZwalt2g]</strong> You rely on a brutal combat style that uses heavy weapons and explosive attacks.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.YryaWAGcHeaRnXzS]</strong> You prefer firearms that work well as weapons in both melee and ranged combat</p>"},"level":{"value":1},"location":"MnIzUVwi14CIJ8uy","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 gunslinger class feature","predicate":["item:level:1","item:trait:gunslinger","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.a3pSIKkDVTvvNSRO"},{"value":"Compendium.pf2e.classfeatures.qRLRrHf0kzaJ7xt0"},{"value":"Compendium.pf2e.classfeatures.QWXvksGJhOjXbBqi"},{"predicate":["class:gunslinger"],"value":"Compendium.pf2e.classfeatures.OmgtSDV1FubDUqWR"},{"value":"Compendium.pf2e.classfeatures.vB0yVFxJVZwalt2g"},{"value":"Compendium.pf2e.classfeatures.YryaWAGcHeaRnXzS"}],"flag":"way","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Gunslinger.Way.Prompt","selection":"Compendium.pf2e.classfeatures.QWXvksGJhOjXbBqi"},{"flag":"wayOfTheSniper","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.way}"}],"slug":"gunslingers-way","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"jDfEMQzgY0Vs3gn0","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.vXbk7Nm1TOTTUNvF"}},"img":"systems/pf2e/icons/features/classes/singular-expertise.webp","name":"Singular Expertise","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.</p>\n<p>This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.</p>"},"level":{"value":1},"location":"MnIzUVwi14CIJ8uy","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"firearm-weapon-group-damage","type":"circumstance","value":1},{"key":"FlatModifier","predicate":["item:tag:crossbow"],"selector":"bow-weapon-group-damage","type":"circumstance","value":1}],"slug":"singular-expertise","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Q41WEH3IcUTEkZ1I","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Wpdeh6EkcAKA60oH"}},"img":"systems/pf2e/icons/features/classes/resolve.webp","name":"Stubborn","sort":600,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.</p>"},"level":{"value":3},"location":"MnIzUVwi14CIJ8uy","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.will.rank","value":2}],"slug":"stubborn","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"bbbaN1wrXPqobH2U","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.gBhWEy3ToxQeCLQm"},"pf2e":{"grantedBy":{"id":"85oyTszIVmNgyYWE","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Covered Reload","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p>You duck into a safe position or minimize your profile while reloading to make your next attack. Either @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz] or attempt to @UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa], then Interact to reload. As normal, you must meet the requirements to Take Cover or Hide; you must be @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60], benefiting from cover, or near a feature that allows you to Take Cover, and you need to be benefiting from cover or @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] to a creature to Hide from that creature.</p>"},"requirements":{"value":""},"rules":[],"slug":"covered-reload","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"sxJbinO8iGSXOLyg","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.Tlrde2xh7AhesXNB"},"pf2e":{"grantedBy":{"id":"85oyTszIVmNgyYWE","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/FreeAction.webp","name":"One Shot, One Kill","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Trigger</strong> You roll Stealth for initiative.</p>\n<hr />\n<p>Your first shot is the deadliest. Interact to draw a firearm or crossbow. On your first turn, your first Strike with that weapon deals an additional 1d6 precision damage. This precision damage increases to 2d6 at 9th level and 3d6 at 15th level.</p>"},"requirements":{"value":""},"rules":[{"domain":"damage-roll","key":"RollOption","option":"one-shot-one-kill","toggleable":true},{"category":"precision","dieSize":"d6","key":"DamageDice","predicate":["one-shot-one-kill",{"or":["item:group:firearm","item:tag:crossbow"]}],"selector":"strike-damage","value":{"brackets":[{"end":8,"value":{"diceNumber":1}},{"end":14,"start":9,"value":{"diceNumber":2}},{"start":15,"value":{"diceNumber":3}}]}}],"slug":"one-shot-one-kill","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"85oyTszIVmNgyYWE","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.QWXvksGJhOjXbBqi"},"pf2e":{"grantedBy":{"id":"YiCUbt3aYI2YFLxa","onDelete":"cascade"},"itemGrants":{"coveredReload":{"id":"bbbaN1wrXPqobH2U","onDelete":"detach"},"oneShotOneKill":{"id":"sxJbinO8iGSXOLyg","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/way-of-the-sniper.webp","name":"Way of the Sniper","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You practice a style of shooting that relies on unerring accuracy and perfect placement of your first shot. You keep hidden or at a distance, staying out of the fray and bringing unseen death to your foes.</p>\n<p><strong>Slinger's Reload</strong> @UUID[Compendium.pf2e.actionspf2e.gBhWEy3ToxQeCLQm]</p>\n<p><strong>Deeds</strong> <em>Initial</em> @UUID[Compendium.pf2e.actionspf2e.Tlrde2xh7AhesXNB]; <em>Advanced</em> @UUID[Compendium.pf2e.actionspf2e.vO0Y1dVjNfbDyT4S]; <em>Greater</em> @UUID[Compendium.pf2e.actionspf2e.O1iircZOOCo42r9Y]</p>\n<p><strong>Way Skill</strong> Stealth</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"coveredReload","key":"GrantItem","predicate":["class:gunslinger"],"uuid":"Compendium.pf2e.actionspf2e.gBhWEy3ToxQeCLQm"},{"flag":"oneShotOneKill","key":"GrantItem","predicate":["class:gunslinger"],"uuid":"Compendium.pf2e.actionspf2e.Tlrde2xh7AhesXNB"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.ste.rank","value":1}],"slug":"way-of-the-sniper","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"aTVDjoMcOU8al1iS","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.4NKyZVkmWjDyyIYZ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Elven Weapon Familiarity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You favor bows and other elegant weapons. You are trained with @UUID[Compendium.pf2e.equipment-srd.MVAWttmT0QDa7LsV]{Longbows}, @UUID[Compendium.pf2e.equipment-srd.dUC8Fsa6FZtVikS3]{Composite Longbows}, @UUID[Compendium.pf2e.equipment-srd.LJdbVTOZog39EEbi]{Longswords}, @UUID[Compendium.pf2e.equipment-srd.tH5GirEy7YB3ZgCk]{Rapiers}, @UUID[Compendium.pf2e.equipment-srd.hIgqLgH3YcLZBeoT]{Shortbows}, and @UUID[Compendium.pf2e.equipment-srd.e4NwsnPnpQKbDZ9F]{Composite Shortbows}.</p>\n<p>In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-longbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-composite-longbow.rank","value":1},{"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-shortbow.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-composite-shortbow.rank","value":1},{"definition":["item:trait:elf","item:category:advanced"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.AdvancedElfWeapons","sameAs":"martial","slug":"advanced-elf-weapons"},{"definition":["item:trait:elf","item:category:martial"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialElfWeapons","sameAs":"simple","slug":"martial-elf-weapons"}],"slug":"elven-weapon-familiarity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"XihLMg76Fnx0wk6u","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.IzkL60LlKzbKIhY1"}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Cover Fire","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p><strong>Frequency</strong> once per round</p>\n<p><strong>Requirements</strong> You're wielding a loaded firearm or crossbow.</p>\n<hr />\n<p>You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks. Make a firearm or crossbow Strike; the target must decide before you roll your attack whether it will duck out of the way. If the target ducks, it gains a +2 circumstance bonus to AC against your attack, or a +4 circumstance bonus to AC if it has cover. It also takes a -2 circumstance penalty to ranged attack rolls until the end of its next turn. If the target chooses not to duck, you gain a +1 circumstance bonus to your attack roll for that Strike.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[],"slug":"cover-fire","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"DKaDVpd8880DTOGr","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.corjPSTUKB02gkqN"}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Defensive Armaments","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You use bulky firearms or crossbows to shield your body from your foes' attacks. Any two-handed firearms and two-handed crossbows you wield gain the parry trait. If an appropriate weapon already has the parry trait, increase the circumstance bonus to AC it grants when used to parry from +1 to +2.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"defensive-armaments","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mXZ9t7IuWstCFutT","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-2","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":"PE6PIxWFX6Aduh18","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":"dsGlEEvaBpeGjMlA","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Innate Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"innate"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"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":"7V8B9UyxT2dUBkqH","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":"dsGlEEvaBpeGjMlA"},"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":"iPmaz9fGDbhyQqU6","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.qRqGIxcadjjxcij3"}},"img":"systems/pf2e/icons/equipment/weapons/mithral-tree.webp","name":"Mithral Tree","sort":0,"system":{"MAP":{"value":""},"baseItem":"mithral-tree","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>Neither mithral nor a tree, this long gun takes its name from the legends of the elves of Jinin and is most commonly found within the nation. An elegant weapon, a mithral tree does somewhat resemble a tree; its fanned stock and long, sweeping barrel reinforced with metal rings enable a wielder to parry melee attacks while moving back into safe firing range.</p>"},"equipped":{"carryType":"held","handsHeld":2,"invested":null},"equippedBulk":{"value":""},"group":"firearm","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":9}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":150,"reload":{"value":"1"},"rules":[],"size":"med","slug":"mithral-tree","source":{"value":"Pathfinder Guns & Gears"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"uncommon","value":["concussive","elf","fatal-d10","parry"]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"l4z9WsWOREuf7z1i","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.jm5gQnfvVeUiVfdW"}},"img":"systems/pf2e/icons/equipment/weapons/bayonet.webp","name":"Bayonet","sort":0,"system":{"MAP":{"value":""},"baseItem":null,"bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>This blade or spike can be attached to a crossbow or firearm but, unlike other attached weapons, can be wielded in one hand as its own weapon. When used as a separate weapon, it can't benefit from any runes or abilities that function only for attached weapons.</p>"},"equipped":{"carryType":"held","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":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"bayonet","source":{"value":"Pathfinder Guns & Gears"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["agile","attached-to-crossbow-or-firearm","finesse"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"1xSNuufzElHjyWaN","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","inSlot":false,"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":"MwrXFytMc7c6tZZb","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.mRz8Jmk4Q06SsZpC"}},"img":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp","name":"Everburning Torch","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>An <em>everburning torch</em> is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can't be smothered or quenched.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":15}},"quantity":1,"rules":[{"key":"TokenLight","value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"key":"TokenEffectIcon","value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"everburning-torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["evocation","light","magical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"KKAlwytkrwFCU6Jv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.WAsQ6WuMYUB77Uh0"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/hourglass.webp","name":"Hourglass","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":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"hourglass","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":"yLWRSoDaFBD7BbMu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":0,"system":{"baseItem":null,"containerId":null,"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":"RIkPxVkFmwdZBUJW","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.1RiYM3lQDx30XEfB"}},"img":"systems/pf2e/icons/equipment/held-items/firearm-cleaning-kit.webp","name":"Firearm Cleaning Kit","sort":0,"system":{"baseItem":null,"containerId":"null","description":{"value":"<p>This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can't perform the necessary tasks during your daily preparations to ensure that your firearm isn't at risk of misfiring under normal use conditions.</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":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"firearm-cleaning-kit","source":{"value":"Pathfinder Guns & Gears"},"stackGroup":null,"traits":{"rarity":"uncommon","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"IBu4dLMLlP7VNVWc","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":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":4}},"quantity":2,"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":"fEmYsP5CUscOZ441","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.0aSdDSjJ5sMzBz1U"}},"img":"systems/pf2e/icons/equipment/consumables/talismans/onyx-panther.webp","name":"Onyx Panther","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\">F</span> Envision</p>\n<p><strong>Trigger</strong> You use a Sneak action</p>\n<p><strong>Requirements</strong> You are trained in Stealth</p>\n<p>This small stone is a stylized panther shape. When you activate it, you can move your full Speed (instead of half) during the triggering Sneak and any other time you Sneak this turn.</p>"},"equipped":{"carryType":"worn"},"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":1,"rules":[],"size":"med","slug":"onyx-panther","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","talisman","transmutation"]},"usage":{"value":"affixed-to-armor"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"0iSS56WQzYUu7UWE","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.XnU7QmGlvBHzxkiJ"}},"img":"systems/pf2e/icons/equipment/consumables/ammunition/rounds-small.webp","name":"Rounds (Mithral Tree)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":"null","description":{"value":"<p>Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.</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":null},"preciousMaterialGrade":{"value":null},"price":{"per":10,"value":{"sp":1}},"quantity":20,"rules":[],"size":"med","slug":"rounds-mithral-tree","source":{"value":"Pathfinder Guns & Gears"},"stackGroup":"rounds10","traits":{"rarity":"common","value":["alchemical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"wvNOgojwphrIooqF","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":4,"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"}],"name":"Zindarel","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":30},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["dex","int","wis","con"]}}},"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/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"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":{"weapon-group-firearm":{"breakdown":"","custom":true,"rank":2,"value":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":{"heroPoints":{"max":3,"value":1}},"saves":{"will":{"rank":2}},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":1},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":1},"ste":{"rank":2},"sur":{"rank":1},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["sylvan","tien"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.JqHEn0seOxR10rTN"}}}
{"_id":"LWsUZveKng8MhJrO","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/leshy.svg","items":[{"_id":"nQWLrnI5UsMVhNQh","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.cdhgByGG1WtuaK73"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/leshy.svg","name":"Leshy","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","elven","gnomish","goblin","halfling","undercommon"]},"boosts":{"0":{"value":["con"]},"1":{"value":["wis"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Guardians and emissaries of the environment, leshies are immortal spirits of nature temporarily granted a physical form.</em></p>\n<hr />\n<p>Leshies are 'born' when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, and so they do not depend upon these druids for care, though</p>\n<p>Not all leshies have a strong enough spirit to strike off completely on their own, however. Weaker nature spirits can form only tenuous bonds that are just strong enough to animate Tiny bodies. These spirits become leshy familiars, acting as companions to their druid creators. Independent leshies are often protective of such leshy familiars, advocating for them to be treated with dignity and respect.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Act as a traveling agent for natural guardians who are unable to leave their territories.</li>\n<li>Encourage civilizations you encounter to cooperate with nature and build their cities in ecologically friendly ways.</li>\n<li>Become attached to new friends you make on your journeys.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Think of you as a curiosity due to your spiritual origins.</li>\n<li>Judge you by your looks, treating you sweetly if you are cute or reacting with horror if you are frightening.</li>\n<li>Assume you know only about nature and are unfamiliar with civilization and society.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Due to the nature of the ritual used to create a leshy, leshies begin their lives as adults. As spirits, they do not age, and a leshy could potentially remain in the same vessel forever—though leshies rarely consider this outcome to be desirable.</p>\n<h2>Society</h2>\n<p>Though guardian leshies often congregate, traveling leshies are not naturally drawn to others of their own kind. To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. A betrayed leshy might not directly attack those who slight them, but they might withdraw support at a critical moment or leave their betrayers to get lost in the wilderness.</p>\n<p>Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though those familiar with leshies know that this predisposition is far from absolute. Leshies often take pride in their own appearances and appreciate beauty of all kinds in others, but they rarely form judgments based on physical appearance. Leshies' genders are determined by the spirits that inhabit their bodies. Leshies tend to gravitate toward plant bodies that match their genders. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely.</p>\n<h2>Alignment and Religion</h2>\n<p>A leshy can be of any alignment, depending on what spirit inhabits their body, but their outlook often includes a neutral element. Religion is not particularly significant to most leshies. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature that act as regional guardians.</p>\n<h2>Adventurers</h2>\n<p>Some backgrounds are particularly suitable for adventuring leshies, especially those backgrounds with a tie to the natural world, such as hunter, nomad, or scout. Nature-themed classes such as druid and ranger are popular choices for leshies. As druids, leshies gravitate toward the leaf order. Bard is also a good fit for leshies with a love of storytelling; such leshies often inhabit vine leshy bodies.</p>\n<h2>Names</h2>\n<p>Leshies choose and change their names multiple times throughout their lives. These names often represent a facet of their personalities or values, though another common naming convention is to use descriptions of a natural feature they admire. Some leshies even use a cycle of names that changes to align with natural phenomena, such as names based upon the season or the time of day.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Leshy 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, Wisdom, Free</p>\n<p><strong>Ability Flaw</strong> Intelligence</p>\n<p><strong>Languages</strong> Common, Sylvan</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Undercommon, 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>Plant Nourishment</strong> You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).</p>"},"flaws":{"0":{"value":["int"]}},"hp":8,"items":{"32oz7":{"img":"systems/pf2e/icons/features/ancestry/plant-nourishment.webp","level":"1","name":"Plant Nourishment","uuid":"Compendium.pf2e.ancestryfeatures.Sm3tKetM6kddTio3"}},"languages":{"custom":"","value":["common","sylvan"]},"reach":5,"rules":[],"size":"sm","slug":"leshy","source":{"value":"Pathfinder Lost Omens: Character Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["leshy","plant"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"aGYtKTJxSr6l7Uda","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.Sm3tKetM6kddTio3"}},"img":"systems/pf2e/icons/features/ancestry/plant-nourishment.webp","name":"Plant Nourishment","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).</p>"},"level":{"value":0},"location":"nQWLrnI5UsMVhNQh","prerequisites":{"value":[]},"rules":[],"slug":"plant-nourishment","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":["leshy"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"GBQXZqRY0IrwS949","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.evXJISqyhl3fHE9u"}},"img":"systems/pf2e/icons/features/ancestry/vine-leshy.webp","name":"Vine Leshy","sort":0,"system":{"ancestry":{"name":"Leshy","slug":"leshy","uuid":"Compendium.pf2e.ancestries.cdhgByGG1WtuaK73"},"description":{"value":"<p>The prehensile vines woven into your body grant you unmatched skill at climbing. You do not need to have any hands free to @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead.</p>"},"rules":[{"key":"Note","predicate":["action:climb"],"selector":"athletics","text":"When you roll a success to Climb, you get a critical success instead.","title":"{item|name}"}],"slug":"vine-leshy","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"ckm2EU4BDlNql74N","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.3gN09dOT2hMwGcK2"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Cook","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["con","int"]},"1":{"selected":"str","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":"zIr6tEpwPVOHik89","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":"ckm2EU4BDlNql74N","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":"5LpGxzoJIuXpJHUd","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":"oY5ZK0mX9jEDUsPC","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.dU7xRpg4kFd01hwZ"},"pf2e":{"itemGrants":{"dragonInstinct":{"id":"SMcqHrXXDBt8MU0F","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":"5LpGxzoJIuXpJHUd","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"PF2E.SpecificRule.Barbarian.Instinct.Drops","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.VDot7CDcXElxmkkz"},{"flag":"dragonInstinct","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":"Lj8udwhzp8U3SWVa","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":"5LpGxzoJIuXpJHUd","prerequisites":{"value":[]},"rules":[{"hideIfDisabled":true,"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage",{"or":[{"not":"ranged"},{"and":["feat:raging-thrower","thrown"]}]}],"selector":"strike-damage","slug":"rage","value":2},{"key":"AdjustModifier","mode":"multiply","predicate":["item:trait:agile"],"priority":95,"selector":"strike-damage","slug":"rage","value":0.5},{"key":"FlatModifier","label":"PF2E.TraitRage","predicate":["self:effect:rage"],"selector":"ac","value":-1}],"slug":"rage","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian","concentrate","emotion","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"SMcqHrXXDBt8MU0F","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.VDot7CDcXElxmkkz"},"pf2e":{"grantedBy":{"id":"oY5ZK0mX9jEDUsPC","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/dragon-instinct.webp","name":"Dragon Instinct (Red Dragon)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your connection by drinking or bathing in dragon's blood or after watching a marauding wyrm burn your village. Select a type of dragon from Table 3-4: Dragon Instincts to be your instinct's dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good.</p>\n<h2>Table 3-4: Dragon Instincts</h2>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Dragon</th>\n<th>Type</th>\n<th>Breath Weapon</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Chromatic</td>\n<td>Line of Acid</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Chromatic</td>\n<td>Line of Electricity</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Chromatic</td>\n<td>Cone of Poison</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Chromatic</td>\n<td>Cone of Fire</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Chromatic</td>\n<td>Cone of Cold</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Metallic</td>\n<td>Line of Fire</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Metallic</td>\n<td>Line of Electricity</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Metallic</td>\n<td>Line of Acid</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Metallic</td>\n<td>Cone of Fire</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Metallic</td>\n<td>Cone of Cold</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Anathema</h2>\n<p>Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.</p>\n<h2 class=\"title\">Draconic Rage (Instinct Ability)</h2>\n<p>While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.</p>\n<h2 class=\"title\">Specialization Ability<span style=\"float:right\">Level 7</span></h2>\n<p>When you use draconic rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead increase the damage from Rage when using draconic rage from 8 to 16.</p>\n<h2 class=\"title\">Raging Resistance<span style=\"float:right\">Level 9</span></h2>\n<p>You resist piercing damage and the damage type of your dragon's breath weapon.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"choices":[{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Black","value":{"breath":{"size":60,"type":"line"},"category":"chromatic","color":"black","damageType":"acid"}},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Blue","value":{"breath":{"size":60,"type":"line"},"category":"chromatic","color":"blue","damageType":"electricity"}},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Brass","value":{"breath":{"size":60,"type":"line"},"category":"metallic","color":"brass","damageType":"fire"}},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Bronze","value":{"breath":{"size":60,"type":"line"},"category":"metallic","color":"bronze","damageType":"electricity"}},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Copper","value":{"breath":{"size":60,"type":"line"},"category":"metallic","color":"copper","damageType":"acid"}},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Gold","value":{"breath":{"size":30,"type":"cone"},"category":"metallic","color":"gold","damageType":"fire"}},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Green","value":{"breath":{"size":30,"type":"cone"},"category":"chromatic","color":"green","damageType":"poison"}},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Silver","value":{"breath":{"size":30,"type":"cone"},"category":"metallic","color":"silver","damageType":"cold"}},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Red","value":{"breath":{"size":30,"type":"cone"},"category":"chromatic","color":"red","damageType":"fire"}},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.White","value":{"breath":{"size":30,"type":"cone"},"category":"chromatic","color":"white","damageType":"cold"}}],"flag":"dragon","key":"ChoiceSet","prompt":"PF2E.SpecificRule.DragonDisciple.Prompt","selection":{"breath":{"size":30,"type":"cone"},"category":"chromatic","color":"red","damageType":"fire"}},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.barbarian.instinct.dragon.breath.size","value":"{item|flags.pf2e.rulesSelections.dragon.breath.size}"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.barbarian.instinct.dragon.breath.type","value":"{item|flags.pf2e.rulesSelections.dragon.breath.type}"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.barbarian.instinct.dragon.category","value":"{item|flags.pf2e.rulesSelections.dragon.category}"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.barbarian.instinct.dragon.color","value":"{item|flags.pf2e.rulesSelections.dragon.color}"},{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.barbarian.instinct.dragon.damageType","value":"{item|flags.pf2e.rulesSelections.dragon.damageType}"},{"domain":"all","key":"RollOption","label":"PF2E.SpecificRule.Barbarian.Dragon.ToggleLabel","option":"draconic-rage","predicate":[{"or":["class:barbarian","feat:instinct-ability"]}],"toggleable":true,"value":true},{"damageType":"{item|flags.pf2e.rulesSelections.dragon.damageType}","key":"AdjustModifier","mode":"upgrade","predicate":["draconic-rage"],"selectors":["strike-damage"],"slug":"rage","value":4},{"key":"AdjustModifier","mode":"upgrade","predicate":["draconic-rage","class:barbarian",{"gte":["self:level",7]}],"selectors":["strike-damage"],"slug":"rage","value":8},{"key":"AdjustModifier","mode":"upgrade","predicate":["draconic-rage","class:barbarian","feature:greater-weapon-specialization"],"selectors":["strike-damage"],"slug":"rage","value":16},{"key":"Resistance","predicate":["self:effect:rage","feature:raging-resistance"],"type":"piercing","value":"@actor.abilities.con.mod+3"},{"key":"Resistance","predicate":["self:effect:rage","feature:raging-resistance"],"type":"{item|flags.pf2e.rulesSelections.dragon.damageType}","value":"@actor.abilities.con.mod+3"}],"slug":"dragon-instinct","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"DvKeCqqQ41iPDMwk","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC"}},"img":"systems/pf2e/icons/features/classes/deny-advantage.webp","name":"Deny Advantage","sort":0,"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":"5LpGxzoJIuXpJHUd","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":"hFM7x40mSdEsSfyb","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.weYZzyMmlCIC2TZt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Grasping Reach","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"ancestry","description":{"value":"<p>You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn't have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon's damage die by 1 step.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","option":"grasping-reach","toggleable":true},{"definition":["item:melee","item:usage:hands:2",{"nor":["item:damage:die:faces:4","item:trait:reach"]}],"key":"AdjustStrike","mode":"add","predicate":["grasping-reach"],"property":"weapon-traits","value":"reach"},{"key":"DamageDice","override":{"downgrade":true},"predicate":["item:melee","item:usage:hands:2","grasping-reach",{"nor":["item:traits:reach","item:damage:die:faces:4"]}],"selector":"strike-damage"}],"slug":"grasping-reach","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":["leshy"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5dURrkxeHHkQwsxe","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.dgmjiToPHC3Yf5I3"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Acute Scent","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>When you Rage, your sense of smell improves. You gain imprecise scent with a range of 30 feet</p>"},"level":{"value":2},"location":"class-1","prerequisites":{"value":[{"value":"Acute Vision or Darkvision"}]},"rules":[{"key":"Sense","predicate":["self:effect:rage"],"range":30,"selector":"scent"}],"slug":"acute-scent","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"uYKYlMpVfYhzp1Yb","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.YdpGPLN0QFTZIhbk"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Acute Vision","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>When you are raging, your visual senses improve, granting you darkvision.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[]},"rules":[{"key":"Sense","predicate":["self:effect:rage"],"selector":"darkvision"}],"slug":"acute-vision","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["barbarian"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"LWmzaNuPgukKPbeh","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K"}},"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":"skill-2","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":"N7znjDzp9mUvLB92","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":"I8LUM3YbDBkZXkoK","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.mVxA9E2ernBL6fM6"}},"img":"systems/pf2e/icons/equipment/weapons/war-flail.webp","name":"War Flail","sort":0,"system":{"MAP":{"value":""},"baseItem":"war-flail","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d10"},"description":{"value":"<p>This large flail has a long shaft connected to a shorter piece of stout wood or metal that's sometimes inlaid with spikes.</p>"},"equipped":{"carryType":"held","handsHeld":2,"invested":null},"equippedBulk":{"value":""},"group":"flail","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":"war-flail","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["disarm","sweep","trip"]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"F1PSdTNdCyUjWTEn","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":2,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"alchemists-fire-lesser","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":1},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["alchemical","bomb","consumable","fire","splash"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"7wpNzLdyv5fAEMsr","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.r0ifJfoz8aqf0mwk"}},"img":"systems/pf2e/icons/equipment/armor/breastplate.webp","name":"Breastplate","sort":0,"system":{"armor":{"value":4},"baseItem":"breastplate","category":"medium","check":{"value":-2},"containerId":null,"description":{"value":"<p>Though referred to as a breastplate, this type of armor consists of several pieces of plate or half‑plate armor that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.</p>"},"dex":{"value":1},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"2"},"group":"plate","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":8}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"breastplate","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":-5},"stackGroup":null,"strength":{"value":16},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"3"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"TnzBooK6OKlYvNSm","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":"leWpRH2QL3XoOsYh","img":"systems/pf2e/icons/equipment/adventuring-gear/vial.webp","name":"Bottle of Ground Peppercorns","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":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"quantity":1,"rules":[],"size":"med","slug":null,"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":"pcsj8Z7leOfWkZaL","img":"systems/pf2e/icons/equipment/held-items/jar-of-shifting-sands.webp","name":"Jar of Salted Lemons","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":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"quantity":1,"rules":[],"size":"med","slug":null,"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":"G3XL0ImGDifooqQd","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":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":4}},"quantity":2,"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":"FasWNsxnoSt3FBSi","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Du05UxCyCM0ZWH8z"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/oil.webp","name":"Oil (1 pint)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"oil"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5‑foot square you target. You must succeed at a @Check[type:flat|dc:10] for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.</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":{"value":{"cp":1}},"quantity":2,"rules":[],"size":"med","slug":"oil-1-pint","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":"consumable"},{"_id":"X9wyvVp67xcw08y4","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"}],"name":"Popcorn","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","con"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"CN"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"ethnicity":{"value":""},"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","levelBump":false,"playerNumber":null,"reputation":{"EA":null,"GA":null,"HH":null,"RO":null,"VS":null,"VW":null},"school":null},"resources":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":2},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":1},"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":[]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.LWsUZveKng8MhJrO"}}}
{"_id":"MxVWMPD1H1o6FwQP","img":"systems/pf2e/icons/default-icons/character.svg","items":[{"_id":"WX0SZJR9EpRiyzJM","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Legal Lore","sort":5100000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"bP66T9oaxYRAdZWK","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.lSGWXjcbOa6O5fTx"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/orc.svg","name":"Orc","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["goblin","jotun","terran","undercommon"]},"boosts":{"0":{"value":["str"]},"1":{"value":[]},"2":{"selected":"int","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, whether by challenging a higher-ranking member of their community for dominance or raiding a neighboring settlement. Many orcs seek glory as soon as they can walk and carry a blade or club, taming wild beasts or hunting deadly monsters.</em></p>\n<hr />\n<p>Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. Those who earn the loyalty of an orc friend, however, soon learn that an orc's fidelity and honesty are unparalleled. Orc barbarians, fighters, and rangers are prized as gladiators and mercenaries. While some human settlements might be hesitant to accept an entire orc community into their midst, a small handful of orc mercenaries can do the job of an entire squad of human conscripts, so long as the orcs are well fed and well paid. Though the belief that orcs are only suited for battle is pervasive among other humanoids, the harsh orc mentality comes from a long history of conflict rather than a lack of ability in other areas.</p>\n<p>Orc culture teaches that they are shaped by the challenges they survive, and the most worthy survive the most hardships. Orcs who attain both a long life and great triumphs command immense respect.</p>\n<p>If you want a character who is hardy, fearsome, and excels at feats of physical prowess, you should play an orc.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Eagerly meet any chance to prove your strength in a physical contest.</li>\n<li>Believe that lies and treachery are for those who lack the strength to seize what they want.</li>\n<li>View dying in glorious combat as preferable to a mundane death from old age or illness.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>See you as violent or lacking in discipline.</li>\n<li>Underestimate your intellect, cunning, and knowledge.</li>\n<li>Admire your forthrightness and blunt honesty.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Orcs are tall and powerfully built, with long arms and stocky legs. Many orcs top 7 feet in height, though they tend to adopt broad, almost bow-legged stances and slouch forward at the shoulders. The combination makes for a seeming contradiction, sharing an eye level with most humanoids while simultaneously towering over them. Orcs have rough skin, thick bones, and rock-hard muscles, making them suited to war and other physically demanding tasks. Despite the roughness of their skin, orcs scar easily, and most orcs take great pride in the scars they have accumulated. Orc skin color is typically green and occasionally gray, though some orcs have other skin colors that reflect adaptations to their environments.</p>\n<p>Orcs consider powerful builds and heavily scarred skin attractive, regardless of gender. A powerful orc makes the hold stronger, and scars are signs of victories won or hardships survived. Similarly, many orcs consider large, jutting tusks to be more attractive than smaller tusks, since the former make more effective weapons. Many orcs also find tattoos to be attractive, particularly large or painful ones that cover a significant amount of skin.</p>\n<h2>Society</h2>\n<p>Most orc communities define themselves through two things: pain and glory. Each earns respect in near equal measure, so long as the pain is borne with stoicism. An orc with many scars who walks uncomplaining with a broken leg draws as much admiration as one who wins a great victory on the battlefield.</p>\n<p>Power in an orc hold comes from strength or family lineage. The structure tends to be feudal, with weaker orcs working at the behest of the strong. The Hold of Belkzen is the largest such society, and power changes hands there quickly. One mighty orc dying in battle can shake up an entire power structure, leading to squabbling and duels to decide control. Many orcs who tire of being subservient split off to form their own warbands, traveling to new territory.</p>\n<p>Young orcs are typically raised by the entire community. Indeed, it would be almost impossible for orcs to raise their young any other way, since twins, triplets, and even quadruplets are quite common in orc families, as are deaths among orcs in their child-rearing years. Many orc holds conduct ceremonies when a young orc comes of age, typically around their tenth or eleventh birthday, during which the new adults are told what their role in the hold will be. For communities that practice ritual scarification or tattooing, this is often when the young orcs receive their first hold-scar or tattoo as well.</p>\n<p>Orcs fear very little, but most distrust magic. Magic is seen as a tool that bypasses the physical and allows the weak to contend with the strong, a belief that runs at odds with orc values. While they respect the physical might of Gorumite warpriests, and even druids who take on the forms of great beasts, they find arcane and occult magic questionable at best and unethical on the whole. All but the most depraved orc communities see necromancy as a foul art that steals glory from the dead, and their growing struggles against the undead have given them newfound common ground with their humanoid neighbors.</p>\n<h2>Alignment and Religion</h2>\n<p>A common orc saying is, 'You are the scars that shape you.' Violent, chaotic lives in violent, chaotic lands mean that most orcs tend heavily toward chaotic alignments. Gorum, Lamashtu, and Rovagug are all commonly worshiped among orc communities, though less violent holds worship nature deities like Gozreh or gods like Sarenrae, whose tenets of fire, redemption, and glory all hold some appeal to orc sensibilities.</p>\n<p>While there are orc deities, their worship is surprisingly uncommon among orcs. Orcs believe that if a creature has a face and a name, it can be killed, and so their own deities are targets, rather than objects of reverence. Some orc holds teach that the greatest members of the hold can earn a chance to challenge the orc deities for a place amid the pantheon. Most orcs don't waste their dying moments praising the divine or praying for a place in the afterlife, but spitting a blood-flecked warning at their deities, promising a new challenger through broken teeth.</p>\n<h2>Adventurers</h2>\n<p>An orc's drive to overcome challenges and prove themself spurs many orcs to become adventurers, though orcs are more likely to set out on their own or with other orcs than alongside adventurers of other ancestries.</p>\n<p>Common orc backgrounds include gladiator, hunter, martial disciple, nomad, and warrior, plus bandit, outrider, and refugee. Orcs thrive in martial classes like barbarian and fighter.</p>\n<h2>Names</h2>\n<p>Orcs have a harsh, guttural language, and their naming conventions are no exception. Many orc names are simply the Orcish word for a particularly desirable trait, such as great strength, height, or ferocity. Orcs commonly use either their hold name or a name referencing a particularly memorable accomplishment as their surname.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Arkus, Ausk, Durra, Grask, Grillgiss, Krugga, Mahja, Murdut, Ollak, Onyat, Thurk, Uirch, Unach</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Orc Mechanics</h2>\n<p><strong>Hit Points</strong> 10</p>\n<p><strong>Size</strong> Medium</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Strength, Free</p>\n<p><strong>Languages</strong> Common, Orcish</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Goblin, Jotun, 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>"},"flaws":{"0":{"value":[]}},"hp":10,"items":{},"languages":{"custom":"","value":["common","orcish"]},"reach":5,"rules":[],"size":"med","slug":"orc","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","orc"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"5zKfAca0FOnsfBod","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.dwKCwwtWetvPmJks"}},"img":"systems/pf2e/icons/features/ancestry/rainfall-orc.webp","name":"Rainfall Orc","sort":0,"system":{"ancestry":{"name":"Orc","slug":"orc","uuid":"Compendium.pf2e.ancestries.lSGWXjcbOa6O5fTx"},"description":{"value":"<p>You were born in a rain forest with only tangles of trees providing protection from torrential rainstorms and flash floods. You've learned to move adeptly through jungle terrain and resist the various ailments common in humid environs.</p>\n<p>You gain a +2 circumstance bonus to Athletics checks to @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy] or @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx] and a +1 circumstance bonus to saving throws against diseases.</p>"},"rules":[{"key":"FlatModifier","label":"Rainfall Orc (Climb or Swim)","predicate":[{"or":["action:climb","action:swim"]}],"selector":"athletics","type":"circumstance","value":2},{"key":"FlatModifier","label":"Rainfall Orc (vs. disease)","predicate":["disease"],"selector":"saving-throw","type":"circumstance","value":1}],"slug":"rainfall-orc","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"ZcYDEc3FOCSe2pU7","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.6UmhTxOQeqFnppxx"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Guard","sort":0,"system":{"boosts":{"0":{"selected":"str","value":["cha","str"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage.</p>\n<p>Choose two ability boosts. One must be to <strong>Strength</strong> or <strong>Charisma</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Intimidation skill, and the Legal Lore skill or Warfare Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.ar2DUlvDK4LDcH9J] skill feat.</p>"},"items":{"zudho":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Quick Coercion","uuid":"Compendium.pf2e.feats-srd.ar2DUlvDK4LDcH9J"}},"rules":[],"slug":"guard","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"<Legal or Warfare> Lore","trainedSkills":{"value":["itm"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"yA2Cp5jcAJ0WIo2P","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.ar2DUlvDK4LDcH9J"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Coercion","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can bully others with just a few choice implications. You can @UUID[Compendium.pf2e.actionspf2e.tHCqgwjtQtzNqVvd] a creature after 1 round of conversation instead of 1 minute. You still can't Coerce a creature in the midst of combat, or without engaging in a conversation.</p>"},"level":{"value":1},"location":"ZcYDEc3FOCSe2pU7","prerequisites":{"value":[{"value":"trained in Intimidation"}]},"rules":[],"slug":"quick-coercion","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"aSpRUogyWmj7nuyG","flags":{"core":{"sourceId":"Compendium.pf2e.classes.4wrSCyX6akmyo7Wj"}},"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":{"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":"osMtV2cQrxvIR2wW","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uhHg9BXBiHpL5ndS"},"pf2e":{"itemGrants":{"empiricismMethodology":{"id":"oEkhpLIemqAKKjxq","onDelete":"detach"}}}},"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":"aSpRUogyWmj7nuyG","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"},{"flag":"empiricismMethodology","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.methodology}"}],"slug":"methodology","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"l4GZTXSmxqCguH8v","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.lgo65ldX7WkXC8Ir"},"pf2e":{"itemGrants":{"deviseAStratagem":{"id":"qX8raItrD6LesQsH","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/devise-a-stratagem.webp","name":"Devise a Stratagem","sort":100,"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":"aSpRUogyWmj7nuyG","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"},{"flag":"deviseAStratagem","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL"}],"slug":"devise-a-stratagem","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"vaKbnTl3np4gEJXu","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.6FasgIXUJ1X8ekRn"},"pf2e":{"itemGrants":{"clueIn":{"id":"A3a9cpvpcQQN1s8R","onDelete":"detach"},"pursueALead":{"id":"UfBY6KDBhuqEcwsO","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/on-the-case.webp","name":"On the Case","sort":200,"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":"aSpRUogyWmj7nuyG","prerequisites":{"value":[]},"rules":[{"flag":"pursueALead","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX"},{"flag":"clueIn","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj"}],"slug":"on-the-case","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gHsgx49ljThFZ94t","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.2Fe4YZCvAr9Yf6w7"}},"img":"systems/pf2e/icons/features/classes/strategic-strike.webp","name":"Strategic Strike","sort":300,"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":"aSpRUogyWmj7nuyG","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":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"QxSLRFA7Cs7TqUXo","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.DZWQspPi4IkfXV2E"}},"img":"systems/pf2e/icons/features/classes/keen-recollection.webp","name":"Keen Recollection","sort":1200,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to @UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo] is equal to your level instead of +0.</p>"},"level":{"value":3},"location":"aSpRUogyWmj7nuyG","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":["action:recall-knowledge","proficiency:untrained"],"selector":"skill-check","type":"proficiency","value":"@actor.level"}],"slug":"keen-recollection","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"X668e9NHZTiNDTJL","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.dmK1wya8GBi9MmCB"}},"img":"systems/pf2e/icons/features/classes/skillful-lessons.webp","name":"Skillful Lessons","sort":1500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<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>"},"level":{"value":3},"location":"aSpRUogyWmj7nuyG","prerequisites":{"value":[]},"rules":[],"slug":"skillful-lessons","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gTz8IHOVQxYEiEzF","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.9XLUh9iMepZesdmc"}},"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","name":"Weapon Expertise","sort":3000,"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":"aSpRUogyWmj7nuyG","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":"MOzodjudYY43qF3Q","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.pIHjH1x0AVtiX5Tv"},"pf2e":{"grantedBy":{"id":"oEkhpLIemqAKKjxq","onDelete":"cascade"}}},"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":null,"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":"QksatnwZVmWsOKSw","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.jftNJjBNxp2cleoi"},"pf2e":{"grantedBy":{"id":"oEkhpLIemqAKKjxq","onDelete":"cascade"}}},"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":"oEkhpLIemqAKKjxq","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.g3mNzNphtVxyR9Xr"},"pf2e":{"grantedBy":{"id":"osMtV2cQrxvIR2wW","onDelete":"cascade"},"itemGrants":{"expeditiousInspection":{"id":"QksatnwZVmWsOKSw","onDelete":"detach"},"thatsOdd":{"id":"MOzodjudYY43qF3Q","onDelete":"detach"}}}},"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":null,"prerequisites":{"value":[]},"rules":[{"flag":"thatsOdd","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.pIHjH1x0AVtiX5Tv"},{"flag":"expeditiousInspection","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":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"qX8raItrD6LesQsH","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL"},"pf2e":{"grantedBy":{"id":"l4GZTXSmxqCguH8v","onDelete":"cascade"}}},"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":"UfBY6KDBhuqEcwsO","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX"},"pf2e":{"grantedBy":{"id":"vaKbnTl3np4gEJXu","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Passive.webp","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":"A3a9cpvpcQQN1s8R","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj"},"pf2e":{"grantedBy":{"id":"vaKbnTl3np4gEJXu","onDelete":"cascade"}}},"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":"ECzM4nX0Ak0EysG3","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.JP5pptkl1Fx1JK4m"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Iron Fists","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict.</p>\n<p>Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"iron-fists","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["orc"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tAISCugTB5uQYL94","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Wwr8VilSybQgVtin"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Athletic Might","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Surviving in hostile terrain has given you a great talent for mobility. Whenever you roll a success on an Athletics check to @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy] or @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx], you get a critical success instead.</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[{"adjustment":{"success":"one-degree-better"},"key":"AdjustDegreeOfSuccess","predicate":[{"or":["action:climb","action:swim"]}],"selector":"athletics","type":"skill"},{"key":"Note","predicate":[{"or":["action:climb","action:swim"]}],"selector":"athletics","text":"Whenever you roll a success on an Athletics check to Climb or Swim, you get a critical success instead.","title":"{item|name}"}],"slug":"athletic-might","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["orc"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pE7IxusJfVfxJcPX","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":"e26T97X3qnar5cWL","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Tu1hOEr6Ko9Df54L"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Athletic Strategist","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You know how to calculatedly manipulate joints and body weight. In addition to using @UUID[Compendium.pf2e.actionspf2e.m0f2B7G9eaaTmhFL]{Devise a Strategem} to modify a Strike, you can use it to modify a @UUID[Compendium.pf2e.actionspf2e.Dt6B1slsBy8ipJu9], @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD], @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731], or @UUID[Compendium.pf2e.actionspf2e.ge56Lu1xXVFYUnLP] attempt, substituting your Devise a Stratagem roll for the Athletics check. You must apply the substitution to the first eligible attack you make, whether it's a Strike or one of the Athletics actions.</p>\n<p>You can also use your Intelligence modifier instead of Strength for the Athletics check when you substitute your Devise a Stratagem roll, unless you're using a weapon for the maneuver and the weapon doesn't fit the restrictions for using Intelligence with a stratagem.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[{"value":"trained in Athletics"}]},"rules":[{"ability":"int","key":"FlatModifier","predicate":["class:investigator","devise-a-stratagem",{"or":["action:disarm","action:grapple","action:shove","action:trip"]},{"or":["item:trait:agile","item:trait:finesse",{"and":["item:ranged",{"not":"item:thrown-melee"}]},"item:base:sap"]}],"selector":"athletics","type":"ability"}],"slug":"athletic-strategist","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Hj5sq9YdL5cZReo1","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.I10dkdvL6kAnqZWA"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Lie Detector","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You're adept at noticing the tells of a liar - sweat, flushing, a quavering voice, a quickening pulse.</p>\n<p>You gain a +1 circumstance bonus to Perception checks to @UUID[Compendium.pf2e.actionspf2e.1xRFPTFtWtGJ9ELw] and to Perception DCs against attempts to @UUID[Compendium.pf2e.actionspf2e.ewwCglB7XOPLUz72] to you.</p>\n<p>When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next Deception, Diplomacy, Intimidation, or Performance check you attempt against that creature within the next minute.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"empiricism or interrogation methodology"}]},"rules":[{"key":"FlatModifier","predicate":["action:sense-motive"],"selector":"perception","type":"circumstance","value":1},{"key":"FlatModifier","label":"Lie Detector (against a known liar)","predicate":["known-liar"],"selector":["deception","diplomacy","intimidation","performance"],"type":"circumstance","value":1}],"slug":"lie-detector","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["investigator"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"jYoZgmQNT6DOJ7i4","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Battle Medicine","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"skill","description":{"value":"<p><strong>Requirements</strong> You are holding or wearing healer's tools.</p>\n<hr />\n<p>You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], and restore a corresponding amount of Hit Points; this does not remove the @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.</p>\n<p><strong>Editors note</strong> Paizo has clarified the usage of worn tools:</p>\n<blockquote>Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit. This has been marked for future errata.</blockquote>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Medicine"}]},"rules":[],"slug":"battle-medicine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","healing","manipulate","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"t1aQRVJN3QDRCeeQ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.6vnbC90UQ3I57RrQ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Lasting Coercion","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you successfully @UUID[Compendium.pf2e.actionspf2e.tHCqgwjtQtzNqVvd] someone, the maximum time they comply increases to a week, still determined by the GM. If you're legendary, the maximum increases to a month.</p>"},"level":{"value":2},"location":"skill-3","prerequisites":{"value":[{"value":"expert in Intimidation"}]},"rules":[],"slug":"lasting-coercion","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5c8gacvFoJlQTZoz","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":"xVqWxhspqX5zGiRD","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-5","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":"v0srJHwsbits911r","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.N8Xz5fuW6o7GW124"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Fast Recovery","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[{"value":"Constitution 14"}]},"rules":[{"key":"Note","predicate":["ongoing",{"or":["disease","poison"]}],"selector":"fortitude","text":"If you roll a success on a Fortitude save against an ongoing posion or disease, reduce its stage by 2, or by 1 if its virulent. If you roll a critical success, reduce its stage by 3, or by 2 if its virulent.","title":"{item|name}"},{"key":"ActiveEffectLike","mode":"add","path":"system.attributes.hp.recoveryMultiplier","value":1}],"slug":"fast-recovery","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"v8Q5t0seZQhJzcXn","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":100000,"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":1,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"alchemists-fire-moderate","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":2},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["alchemical","bomb","consumable","fire","splash"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"u7yfBudXmgIN87En","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.7tKkkF8eZ4iCLJtp"}},"img":"systems/pf2e/icons/equipment/weapons/shortsword.webp","name":"Shortsword","sort":200000,"system":{"MAP":{"value":""},"baseItem":"shortsword","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>These blades come in a variety of shapes and styles, but they are typically 2 feet long.</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":{"sp":9}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"shortsword","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["agile","finesse","versatile-s"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"2H7QlNWojaevYXDS","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.TLQErnOpM9Luy7rL"}},"img":"systems/pf2e/icons/equipment/weapons/sap.webp","name":"Sap","sort":300000,"system":{"MAP":{"value":""},"baseItem":"sap","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d6"},"description":{"value":"<p>A sap has a soft wrapping around a dense core, typically a leather sheath around a lead rod. Its head is wider than its grip to disperse the force of a blow, as the weapon's purpose is to knock out its victim rather than to draw blood.</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":{"sp":1}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"sap","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","nonlethal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"FvuGwOxQ2IMpt8WD","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.e4NwsnPnpQKbDZ9F"}},"img":"systems/pf2e/icons/equipment/weapons/composite-shortbow.webp","name":"Composite Shortbow","sort":400000,"system":{"MAP":{"value":""},"baseItem":"composite-shortbow","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated.</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":14}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":60,"reload":{"value":"0"},"rules":[],"size":"med","slug":"composite-shortbow","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["deadly-d10","propulsive"]},"usage":{"value":"held-in-one-plus-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"xwgKfnnhDfBgTRlL","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.7tKkkF8eZ4iCLJtp"}},"img":"systems/pf2e/icons/equipment/weapons/shortsword.webp","name":"Shortsword","sort":500000,"system":{"MAP":{"value":""},"baseItem":"shortsword","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>These blades come in a variety of shapes and styles, but they are typically 2 feet long.</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":{"sp":9}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"shortsword","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","finesse","versatile-s"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"fcCkOAJwFnO7xgdN","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.MPcM4Wt6KmWE2kGL"}},"img":"systems/pf2e/icons/equipment/armor/chainshirt.webp","name":"Chain Shirt","sort":600000,"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","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 Rulebook"},"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":"GVcktZSE5LuPautZ","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":700000,"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","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":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":"d6RncqCHmxXkgVaD","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.6nrCxNQFycUVFOV2"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools (Infiltrator)","sort":800000,"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. Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices.</p>\n<p>If your thieves' tools are broken, you can repair them by replacing the lock picks with @UUID[Compendium.pf2e.equipment-srd.BznmPaRjI4Orb0IH]{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":3},"negateBulk":{"value":""},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":50}},"quantity":1,"rules":[{"key":"FlatModifier","predicate":[{"or":["action:disable-a-device","action:pick-a-lock"]}],"selector":"thievery","type":"item","value":1}],"size":"med","slug":"thieves-tools-infiltrator","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":"tYJRRhxNf4ghCBbP","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. 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":"ELHjeSX6Z3f42Rh3","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":1000000,"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"},"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":1,"rules":[],"size":"med","slug":"comprehension-elixir-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","mental"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"KJWRvgSyGhPKWyb0","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":1100000,"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"},"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":1,"rules":[],"size":"med","slug":"infiltrators-elixir","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","polymorph"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"leeo5EUSVjTE1WOX","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":4,"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":"OlnQ2Rb9cSnw9IgU","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":1300000,"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":"9Sv99lBYV82ZXMY0","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":2050000,"system":{"baseItem":null,"containerId":"OlnQ2Rb9cSnw9IgU","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":"9VBLTjgrvBkNnQV5","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":2300000,"system":{"baseItem":null,"containerId":"OlnQ2Rb9cSnw9IgU","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":"gDXhn0y4RcpRguz7","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":1700000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"OlnQ2Rb9cSnw9IgU","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":{"per":10,"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":"consumable"},{"_id":"dZHXHPXCVyoGJauv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":1800000,"system":{"baseItem":null,"containerId":"OlnQ2Rb9cSnw9IgU","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":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":"z8N9xBLNZRTn4ZAS","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":1900000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"OlnQ2Rb9cSnw9IgU","description":{"value":""},"equipped":{"carryType":"worn"},"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":"Zu4E3sjfArYtFXW6","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":2250000,"system":{"baseItem":null,"containerId":"OlnQ2Rb9cSnw9IgU","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","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":"GicfmCnCVX1VPdIM","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":1400000,"system":{"baseItem":null,"containerId":"OlnQ2Rb9cSnw9IgU","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":"MzMcUH2Gw67o7NTB","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":2200000,"system":{"baseItem":null,"containerId":"OlnQ2Rb9cSnw9IgU","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"}],"name":"Oraka","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":60},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"min":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["int","dex","wis","con"],"5":["dex","int","wis","con"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"N"},"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/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"gender":{"value":""},"height":{"value":""},"keyability":{"value":"str"},"level":{"min":1,"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":0}},"saves":{"fortitude":{"rank":0,"value":0},"reflex":{"rank":0,"value":0},"will":{"rank":0,"value":0}},"skills":{"acr":{"rank":0},"arc":{"rank":1},"ath":{"rank":1},"cra":{"rank":1},"dec":{"rank":1},"dip":{"rank":1},"itm":{"rank":2},"med":{"rank":1},"nat":{"rank":1},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":2},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["common","goblin","kelish","orcish","osiriani","terran"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.MxVWMPD1H1o6FwQP"}}}
{"_id":"MzfFXoNb28HBjajw","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/elf.svg","items":[{"_id":"29ntI2D6GWHZoVAo","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Curse Lore","sort":4800000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"hlpxHodK7d4mUdeb","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":{"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":"yU5xAVjCDy3KwHx2","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":"hXTzIQxq3yn82CEs","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.2goYo6VNbwC6aKF1"},"pf2e":{"itemGrants":{"bloodlineGenie":{"id":"Iirsqqj7jKOpiwW2","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":"yU5xAVjCDy3KwHx2","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.tYOMBiH3HbViNWwn"},{"flag":"bloodlineGenie","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":"9epzU8faUcLp7yO8","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":"yU5xAVjCDy3KwHx2","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":"Fc7honkMB68E7g4a","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":"yU5xAVjCDy3KwHx2","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":"M2wq9AkrfE47zwWl","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":"yU5xAVjCDy3KwHx2","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":"VPhEIu8X34hYUaY7","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":"yU5xAVjCDy3KwHx2","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":"ALOZw2zoCyfr3IUP","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":"yU5xAVjCDy3KwHx2","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":"Iirsqqj7jKOpiwW2","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.tYOMBiH3HbViNWwn"},"pf2e":{"grantedBy":{"id":"hXTzIQxq3yn82CEs","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/genie.webp","name":"Bloodline: Genie","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.</p>\n<p><strong>Spell List</strong> arcane</p>\n<p><strong>Bloodline Skills</strong> Arcana, Deception</p>\n<p><strong>Granted Spells</strong> cantrip: <em>@UUID[Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl]</em>; 1st: <em>@UUID[Compendium.pf2e.spells-srd.i35dpZFI7jZcRoBo]</em>; 2nd: variable (see Genie Type below); 3rd: <em>@UUID[Compendium.pf2e.spells-srd.IihxWhRfpsBgQ5jS]</em>; 4th: <em>@UUID[Compendium.pf2e.spells-srd.TUj8eugNqAvB1vVR]</em>; 5th: variable (see Genie Type below); 6th: <em>@UUID[Compendium.pf2e.spells-srd.uqlxMQQeSGWEVjki]</em>; 7th: <em>@UUID[Compendium.pf2e.spells-srd.m2xFMNyQiUKQDRaj]</em>; 8th: variable (see Genie Type below); 9th: <em>@UUID[Compendium.pf2e.spells-srd.KPDHmmjJiw7PhTYF]</em></p>\n<p><strong>Bloodline Spells</strong> initial: <em>@UUID[Compendium.pf2e.spells-srd.OyiKIbWllLZC6sGz]</em>; advanced: <em>@UUID[Compendium.pf2e.spells-srd.PVXqMko4yGgw90uo]</em>; greater: <em>@UUID[Compendium.pf2e.spells-srd.B3tbO85GBpzQ3u8l]</em></p>\n<p><strong>Blood Magic</strong> Your spellcasting warps reality and distracts your foes. Either you gain a +1 status bonus to Deception checks for 1 round, or a target takes a -1 status penalty to Perception for 1 round.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.9AUcoY48H5LrVZiF], @UUID[Compendium.pf2e.feat-effects.KVbS7AbhQdeuA0J6]</p>\n<p><strong>Genie Type</strong></p>\n<p>At 1st level, choose the type of genie that influenced your bloodline: janni, djinni, efreeti, marid, or shaitan. You can't change your genie type later. This determines what granted spells you receive at 2nd, 5th, and 8th level.</p>\n<ul>\n<li><strong>Janni</strong> 2nd: <em>@UUID[Compendium.pf2e.spells-srd.Mt6ZzkVX8Q4xigFq]</em>; 5th: <em>@UUID[Compendium.pf2e.spells-srd.bay4AfSu2iIozNNW]</em>; 8th: <em>@UUID[Compendium.pf2e.spells-srd.uEyfLoFQsRKBRIcB]</em></li>\n<li><strong>Djinni</strong> 2nd: <em>@UUID[Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB]</em>; 5th: <em>@UUID[Compendium.pf2e.spells-srd.Ucf8eynbZMfUucjE]</em>; 8th: <em>@UUID[Compendium.pf2e.spells-srd.wi405lBjPcbF1DeR]</em></li>\n<li><strong>Efreeti</strong> 2nd: <em>@UUID[Compendium.pf2e.spells-srd.wzctak6BxOW8xvFV]</em>; 5th: <em>@UUID[Compendium.pf2e.spells-srd.1K6AYGisvo9gqdhs]</em> (fire only); 8th: <em>@UUID[Compendium.pf2e.spells-srd.Oj1PJBMQD9vuwCv7]</em></li>\n<li><strong>Marid</strong> 2nd: <em>@UUID[Compendium.pf2e.spells-srd.Seaah9amXg70RKw2]</em>; 5th: <em>@UUID[Compendium.pf2e.spells-srd.zfn5RqAdF63neqpP]</em>; 8th: <em>@UUID[Compendium.pf2e.spells-srd.M0jQlpQYUr0pp2Sv]</em></li>\n<li><strong>Shaitan</strong> 2nd: <em>@UUID[Compendium.pf2e.spells-srd.0qaqksrGGDj74HXE]</em>; 5th: <em>@UUID[Compendium.pf2e.spells-srd.kOa055FIrO9Smnya]</em>; 8th: <em>@UUID[Compendium.pf2e.spells-srd.x7SPrsRxGb2Vy2nu]</em></li>\n</ul>"},"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.dec.rank","value":1},{"key":"ActiveEffectLike","mode":"override","path":"system.proficiencies.aliases.sorcerer","priority":39,"value":"arcane"}],"slug":"bloodline-genie","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"EHJVJOn7Mumok8Ch","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.y7Or0CbcQBDdS9yG"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Elven Aloofness","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome.</p>\n<p>If a non-elf rolls a failure on a check to @UUID[Compendium.pf2e.actionspf2e.tHCqgwjtQtzNqVvd] you using Intimidation, it gets a critical failure instead (and thus can't try to Coerce you again for 1 week).</p>\n<p>When a non-elf attempts to @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] you, you become temporarily immune for 1 day, instead of 10 minutes.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"elven-aloofness","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"K20UNpcTXmExKCi4","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.scNrNhnGTgPIzoj7"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ancestral Suspicion","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them.</p>\n<p>You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as <em>@UUID[Compendium.pf2e.spells-srd.OsOhx3TGIZ7AhD0P]</em>, and to Perception checks to @UUID[Compendium.pf2e.actionspf2e.1xRFPTFtWtGJ9ELw] when trying to determine if a creature is under the influence of such an effect.</p>\n<p>When you roll a success on a saving throw against such an effect, you get a critical success instead.</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","label":"Against Control Effects","predicate":["control-effects"],"selector":"saving-throw","type":"circumstance","value":2},{"key":"FlatModifier","label":"To Determine if Under a Control Effect","predicate":["control-effects"],"selector":"perception","type":"circumstance","value":2},{"key":"Note","outcome":["success"],"selector":"saving-throw","text":"When you roll a success on a saving throw against an effect that would make you controlled, you get a critical success instead.","title":"{item|name}"}],"slug":"ancestral-suspicion","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"YhUvd6NvoLcgOofy","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.emRfSVvU8ZAH9UdK"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Dangerous Sorcery","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","phase":"afterDerived","predicate":["item:spell-slot","item:duration:0","damaging-effect"],"selector":"spell-damage","type":"status","value":"@spell.level"}],"slug":"dangerous-sorcery","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"knE6P79reEqasqkw","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.qxh4evekG28Gt1vj"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Arcane Evolution","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice.</p>\n<p>Additionally, you keep a book of arcane spells similar to a wizard's spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.</p>\n<p>During your daily preparations, choose any one spell from your book of arcane spells. If it isn't in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it's already in your spell repertoire, add it as an additional signature spell for that day.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"bloodline that grants arcane spells"}]},"rules":[],"slug":"arcane-evolution","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["arcane","sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"BOaNpK20vvP8PPza","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.B6HbYsLBWb1RR6Fx"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Charming Liar","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Deception"}]},"rules":[],"slug":"charming-liar","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"2moQuozI9Y1ijOTB","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.xWY5omyIcILNR7y1"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Magical Crafting","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.</p>"},"level":{"value":2},"location":"skill-4","prerequisites":{"value":[{"value":"expert in Crafting"}]},"rules":[],"slug":"magical-crafting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5DD1almpaLP8OyJ0","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.IlOQuCQIhjJpig3S"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Identification","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[{"value":"trained in Arcana, Nature, Occultism, or Religion"}]},"rules":[],"slug":"quick-identification","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"JMXLEfEhq8VOiw5V","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":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":"-"},"rules":[],"size":"med","slug":"dagger","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"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":"TP8HdHjKnCgjPAIh","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Blur (Level 2)","sort":200000,"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.3JG1t3T4mWn6vTke]</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.3JG1t3T4mWn6vTke"}},"img":"systems/pf2e/icons/spells/blur.webp","name":"Blur","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 form appears blurry. It becomes @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W]. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to Hide or Sneak.</p>"},"duration":{"value":"1 minute"},"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":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"blur","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":["visual"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","arcane","occult"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"4MXZMkgZMYCenYfJ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UJWiN0K3jqVjxvKk"}},"img":"systems/pf2e/icons/equipment/wands/magic-wands/magic-wand.webp","name":"Wand of Illusory Object (Level 1)","sort":300000,"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.2oH5IufzdESuYxat]</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.2oH5IufzdESuYxat"}},"img":"systems/pf2e/icons/spells/illusory-object.webp","name":"Illusory Object","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":{}},"description":{"value":"<p>You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.</p>\n<p>Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.</p>\n<hr />\n<p><strong>Heightened (2nd)</strong> Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour.</p>\n<p><strong>Heightened (5th)</strong> As the 2nd-level version, but the duration is unlimited.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"500 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"illusory-object","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"]}},"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":"r2Q1LsWnKpwROkph","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":400000,"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":"lsIFiy0RpYFvUJHe","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":500000,"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":"PlCQJKct5ZmbGxOm","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.jaEEvuQ32GjAa8jy"}},"img":"systems/pf2e/icons/equipment/held-items/bag-of-holding.webp","name":"Bag of Holding (Type I)","sort":600000,"system":{"baseItem":null,"bulkCapacity":{"value":"25"},"collapsed":false,"containerId":"lsIFiy0RpYFvUJHe","description":{"value":"<p>Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a <em>bag of holding</em> opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the <em>bag of holding</em> itself. The amount of Bulk the bag's extradimensional space can hold depends on its type.</p>\n<p>You can Interact with the <em>bag of holding</em> to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside.</p>\n<p>If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane.</p>\n<p><strong>Capacity</strong> 25 Bulk</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":4},"negateBulk":{"value":"25"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":75}},"quantity":1,"rules":[],"size":"med","slug":"bag-of-holding-type-i","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"stowing":true,"traits":{"rarity":"common","value":["conjuration","extradimensional","magical"]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"backpack"},{"_id":"hK0r0CbDN0wEz7YR","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":1550000,"system":{"baseItem":null,"containerId":"lsIFiy0RpYFvUJHe","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":"dpuh61w4DFi7E8J3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":1650000,"system":{"baseItem":null,"containerId":"lsIFiy0RpYFvUJHe","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":"Cx22npy4cUVfrnDQ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":1000000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"lsIFiy0RpYFvUJHe","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":{"per":10,"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":"consumable"},{"_id":"HNU7HpQMlzyqs9jz","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":1100000,"system":{"baseItem":null,"containerId":"lsIFiy0RpYFvUJHe","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":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":"gDCi0MvYev0RmPcd","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":1200000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"lsIFiy0RpYFvUJHe","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":"NVZPaz15bQnZLDX4","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":1625000,"system":{"baseItem":null,"containerId":"lsIFiy0RpYFvUJHe","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":"nyYKyWT3bfDfboMy","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":"lsIFiy0RpYFvUJHe","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":"m0r29w8dpHN37Sds","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":1500000,"system":{"baseItem":null,"containerId":"lsIFiy0RpYFvUJHe","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":"vT8dGdjoygk6ABoN","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.FOWF5f0tCaApv9RE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","name":"Spellbook","sort":1600000,"system":{"baseItem":null,"containerId":"lsIFiy0RpYFvUJHe","description":{"value":"<p>A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.</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":"Vky3CH92Q04pdPZe","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.j2G71vQahw1DiWpO"},"pf2e":{"itemGrants":{"wardingSign":{"id":"iOW5Ouma9kAe5hdW","onDelete":"detach"}}}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Cursed","sort":0,"system":{"boosts":{"0":{"selected":"cha","value":["cha","int"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You are the victim of a personal or hereditary curse. Through great effort and occult study, you have learned to fend off the curse's worst effects and, by extension, you can protect yourself against other harmful magic. However, the curse still hangs over you and sometimes manifests in dangerous ways.</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 are trained in Occultism and Curse Lore. You gain the @UUID[Compendium.pf2e.actionspf2e.7pdG8l9POMK76Lf2] reaction. You and the GM should determine the full effects of the curse, though you've staved most of them off for now. The GM determines the curse's lingering manifestations on you, which usually include at least a constant or very frequent thematic effect and occasional more dangerous effects.</p>"},"items":{},"rules":[{"flag":"wardingSign","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.7pdG8l9POMK76Lf2"}],"slug":"cursed","source":{"value":"Pathfinder Advanced Player's Guide"},"trainedLore":"Curse Lore","trainedSkills":{"value":["occ"]},"traits":{"rarity":"rare","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"iOW5Ouma9kAe5hdW","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.7pdG8l9POMK76Lf2"},"pf2e":{"grantedBy":{"id":"Vky3CH92Q04pdPZe","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/Reaction.webp","name":"Warding Sign","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Frequency</strong> once per minute</p>\n<p><strong>Trigger</strong> You attempt a saving throw against a magical effect, but you haven't rolled yet</p>\n<hr />\n<p><strong>Effect</strong> You call on the power of a personal, eldritch sign of protection, which flares brightly before slowly fading. You gain a +2 circumstance bonus to the triggering saving throw, or a +3 circumstance bonus if the effect is a curse.</p>"},"requirements":{"value":""},"rules":[],"slug":"warding-sign","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","selected":{},"value":["concentrate"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"F0EXIvEBzdgLDSRf","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.B6B7tBWJSqOBz5zz"}},"img":"systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp","name":"Gold Pieces","sort":1700000,"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":"FMZSLHewKZE38VLX","img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/ring-of-lies.webp","name":"Cursed Ring","sort":1800000,"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":null},"preciousMaterialGrade":{"value":null},"price":{"value":{}},"quantity":1,"rules":[],"size":"med","slug":null,"source":{"value":""},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":""},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"treasure"},{"_id":"RgaBY4nyJk2oeuBP","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Spontaneous Spells","sort":200000,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"spontaneous"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"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,"value":0},"tradition":{"value":"arcane"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"YZ8km8XIxPVZpaYy","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":"RgaBY4nyJk2oeuBP"},"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":"NGCglmfHOuLFCQHx","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},"heightening":{"levels":{"3":{"range":{"value":"60 feet"}},"5":{"range":{"value":"120 feet"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"RgaBY4nyJk2oeuBP"},"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":"5s3gmM790I4w3rH0","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":"RgaBY4nyJk2oeuBP"},"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":"kECcMSBdPiWoou58","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":"RgaBY4nyJk2oeuBP"},"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":"wrzRgimmaUHsXqUr","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":"RgaBY4nyJk2oeuBP"},"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":"lWC4hTLRrNX820zG","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.jfVCuOpzC6mUrf6f"}},"img":"systems/pf2e/icons/spells/hydraulic-push.webp","name":"Hydraulic Push","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":"bludgeoning"},"value":"3d6"}}},"description":{"value":"<p>You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes 6d6 bludgeoning damage and is knocked back 10 feet.</p>\n<p><strong>Success</strong> The target takes 3d6 bludgeoning damage and is knocked back 5 feet.</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":{"heightenedLevel":1,"signature":true,"value":"RgaBY4nyJk2oeuBP"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"hydraulic-push","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature or unattended object"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","water"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"IGsfWz76qPhKzUiK","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.i35dpZFI7jZcRoBo"}},"img":"systems/pf2e/icons/spells/illusory-disguise.webp","name":"Illusory Disguise","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 illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.</p>\n<p>Casting illusory disguise counts as setting up a disguise for the @UUID[Compendium.pf2e.action-macros.k5nW4jGyXD0Oq9LR]{Impersonate} use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.</p>\n<hr />\n<p><strong>Heightened (2nd)</strong> The spell also disguises your voice and scent, and it gains the auditory and olfactory traits.</p>\n<p><strong>Heightened (3rd)</strong> You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory and olfactory traits.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3Ktyd5F9lOPo4myk]</p>"},"duration":{"value":"1 hour"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"RgaBY4nyJk2oeuBP"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"illusory-disguise","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":"XVjVmY0rh70MkTsj","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.PRrZ7anETWPm90YY"}},"img":"systems/pf2e/icons/spells/magic-aura.webp","name":"Magic Aura","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of common magic item of twice magic aura's level or lower, or to have it register as being under the effects of a spell of your choice of magic aura's level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical. A caster using <em>@UUID[Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl]</em> or <em>@UUID[Compendium.pf2e.spells-srd.OhD2Z6rIGGD5ocZA]</em> of an equal or higher spell level can attempt to disbelieve the illusion from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature's aura appear as if it were under the effect of a spell you know.</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"target":{"value":"1 object of 3 bulk or less, or 1 creature"}}},"type":"fixed"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"RgaBY4nyJk2oeuBP"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-aura","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object of 3 bulk or less"},"time":{"value":"1 minute"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"uncommon","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"7Scx1rLIhs9bHGr9","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":{"heightenedLevel":1,"value":"RgaBY4nyJk2oeuBP"},"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":"uGJKJRHxkeftb1HF","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":"RgaBY4nyJk2oeuBP"},"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":"3rlDcRYDRLR7ESfp","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,"signature":true,"value":"RgaBY4nyJk2oeuBP"},"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":"uGXQDKI1hUMiR89c","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.9XHmC2JgTUIQ1CCm"}},"img":"systems/pf2e/icons/spells/obscuring-mist.webp","name":"Obscuring Mist","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 call forth a cloud of mist. All creatures within the mist become @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W], and all creatures outside the mist become Concealed to creatures within it. You can Dismiss the cloud.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":"RgaBY4nyJk2oeuBP"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"obscuring-mist","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"3"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["water"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"5pIqgfkOTfpfzk4i","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Seaah9amXg70RKw2"}},"img":"systems/pf2e/icons/spells/water-walk.webp","name":"Water Walk","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 can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"4":{"range":{"value":"30 feet"},"target":{"value":"10 creatures"}}},"type":"fixed"},"level":{"value":2},"location":{"heightenedLevel":2,"value":"RgaBY4nyJk2oeuBP"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"water-walk","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"qTGwM5xS79iiygFH","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.T4QKmtYPeCgYxVGe"}},"img":"systems/pf2e/icons/spells/crashing-wave.webp","name":"Crashing Wave","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":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"bludgeoning"},"value":"6d6"}}},"description":{"value":"<p>You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires 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":3},"location":{"heightenedLevel":3,"value":"RgaBY4nyJk2oeuBP"},"materials":{"value":""},"prepared":{"value":false},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"crashing-wave","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["water"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"q7azih4R1r2NiEPT","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.IihxWhRfpsBgQ5jS"}},"img":"systems/pf2e/icons/spells/enthrall.webp","name":"Enthrall","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>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":{"heightenedLevel":3,"value":"RgaBY4nyJk2oeuBP"},"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":"aQHQsYeRMPxXGSc0","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":{"heightenedLevel":3,"value":"RgaBY4nyJk2oeuBP"},"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":"as7VIfaC5sDwWkwP","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,"signature":true,"value":"RgaBY4nyJk2oeuBP"},"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":"z4rpFIAIQbV0rwhf","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Evolution Spellbook","sort":250000,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"prepared"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"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":"R4roVjNN8nlnfLUn","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":"z4rpFIAIQbV0rwhf"},"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":"Z5UAjaV1CIMg6KJT","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},"heightening":{"levels":{"3":{"range":{"value":"60 feet"}},"5":{"range":{"value":"120 feet"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"z4rpFIAIQbV0rwhf"},"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":"um3dpcCLWFCcSxm8","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":"z4rpFIAIQbV0rwhf"},"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":"ZIZpuSnA21wr1xuE","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":"z4rpFIAIQbV0rwhf"},"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":"zchKNoT3Q1wFlqG2","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":"z4rpFIAIQbV0rwhf"},"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":"t8Vuj5k4HdFrkTY3","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.jfVCuOpzC6mUrf6f"}},"img":"systems/pf2e/icons/spells/hydraulic-push.webp","name":"Hydraulic Push","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":"bludgeoning"},"value":"3d6"}}},"description":{"value":"<p>You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes 6d6 bludgeoning damage and is knocked back 10 feet.</p>\n<p><strong>Success</strong> The target takes 3d6 bludgeoning damage and is knocked back 5 feet.</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":"z4rpFIAIQbV0rwhf"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"hydraulic-push","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"attack"},"sustained":{"value":false},"target":{"value":"1 creature or unattended object"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["attack","water"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"Rp4CHXt1QFfNSHID","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.i35dpZFI7jZcRoBo"}},"img":"systems/pf2e/icons/spells/illusory-disguise.webp","name":"Illusory Disguise","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 illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.</p>\n<p>Casting illusory disguise counts as setting up a disguise for the @UUID[Compendium.pf2e.action-macros.k5nW4jGyXD0Oq9LR]{Impersonate} use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell.</p>\n<hr />\n<p><strong>Heightened (2nd)</strong> The spell also disguises your voice and scent, and it gains the auditory and olfactory traits.</p>\n<p><strong>Heightened (3rd)</strong> You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory and olfactory traits.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.3Ktyd5F9lOPo4myk]</p>"},"duration":{"value":"1 hour"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"z4rpFIAIQbV0rwhf"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"illusory-disguise","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":"83dK0LKvm3JE59Dv","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.PRrZ7anETWPm90YY"}},"img":"systems/pf2e/icons/spells/magic-aura.webp","name":"Magic Aura","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of common magic item of twice magic aura's level or lower, or to have it register as being under the effects of a spell of your choice of magic aura's level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical. A caster using <em>@UUID[Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl]</em> or <em>@UUID[Compendium.pf2e.spells-srd.OhD2Z6rIGGD5ocZA]</em> of an equal or higher spell level can attempt to disbelieve the illusion from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature's aura appear as if it were under the effect of a spell you know.</p>"},"duration":{"value":"until the next time you make your daily preparations"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"target":{"value":"1 object of 3 bulk or less, or 1 creature"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"z4rpFIAIQbV0rwhf"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"magic-aura","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 object of 3 bulk or less"},"time":{"value":"1 minute"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"uncommon","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"mPnAY3TfvrB0xjA4","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":"z4rpFIAIQbV0rwhf"},"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":"qCNTMtDtYrvqJwi3","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.xqmHD8JIjak15lRk"}},"img":"systems/pf2e/icons/spells/unseen-servant.webp","name":"Unseen Servant","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You summon an unseen servant, which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait.</p>\n<hr />\n<p>@UUID[Compendium.pf2e.pathfinder-bestiary.j7NNPfZwD19BwSEZ] (No Alignment)</p>"},"duration":{"value":"sustained"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"z4rpFIAIQbV0rwhf"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"unseen-servant","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"3"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"vj4f0jqZDz59dPkB","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.3JG1t3T4mWn6vTke"}},"img":"systems/pf2e/icons/spells/blur.webp","name":"Blur","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 form appears blurry. It becomes @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W]. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to Hide or Sneak.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"z4rpFIAIQbV0rwhf"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"blur","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":["visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"YjyZ8SW1Uo7eKlfT","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":{"value":"z4rpFIAIQbV0rwhf"},"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":"LN3qiq1bO9eICoqb","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":{"value":"z4rpFIAIQbV0rwhf"},"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":"TZ9lYW54rhPzETlB","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.9XHmC2JgTUIQ1CCm"}},"img":"systems/pf2e/icons/spells/obscuring-mist.webp","name":"Obscuring Mist","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 call forth a cloud of mist. All creatures within the mist become @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W], and all creatures outside the mist become Concealed to creatures within it. You can Dismiss the cloud.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"z4rpFIAIQbV0rwhf"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"obscuring-mist","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"3"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["water"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"itdTW89nYHZVMP2p","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Seaah9amXg70RKw2"}},"img":"systems/pf2e/icons/spells/water-walk.webp","name":"Water Walk","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 can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"4":{"range":{"value":"30 feet"},"target":{"value":"10 creatures"}}},"type":"fixed"},"level":{"value":2},"location":{"value":"z4rpFIAIQbV0rwhf"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"water-walk","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","divine","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"33IKNhvBEQMdnCTd","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.T4QKmtYPeCgYxVGe"}},"img":"systems/pf2e/icons/spells/crashing-wave.webp","name":"Crashing Wave","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":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"bludgeoning"},"value":"6d6"}}},"description":{"value":"<p>You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires 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":3},"location":{"value":"z4rpFIAIQbV0rwhf"},"materials":{"value":""},"prepared":{"value":false},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"basic","value":"reflex"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"crashing-wave","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["water"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"PRvU8foWjW6tWgD1","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.IihxWhRfpsBgQ5jS"}},"img":"systems/pf2e/icons/spells/enthrall.webp","name":"Enthrall","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>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":"z4rpFIAIQbV0rwhf"},"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":"PTUa86DjeHAEA7VC","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":"z4rpFIAIQbV0rwhf"},"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":"JrAVAINLiYsU5Dyw","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":{"value":"z4rpFIAIQbV0rwhf"},"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":"3kWjcD6lFrlR9Nn5","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Focus Spells","sort":100000,"system":{"ability":{"value":"cha"},"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":"sfsR3fMFsouwiLpy","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.OyiKIbWllLZC6sGz"}},"img":"systems/pf2e/icons/spells/genies-veil.webp","name":"Genie's Veil","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> A creature within range is attacked.</p>\n<hr />\n<p>With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] against the triggering attack and until the end of the current creature's turn.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"3kWjcD6lFrlR9Nn5"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"genies-veil","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"reaction"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"}],"name":"Elsir Syniras","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":41},"initiative":{"statistic":"perception"},"resistances":[{"type":"fire","value":2}],"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"min":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["cha","con","dex","wis"],"5":["dex","con","int","wis"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"N"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"<p>Life hasn't been kind to Elsir. Growing up in Osirion, the young elf spent his formative years living on the streets, scavenging for food where he could find it. Had it not been for a fierce pack of jackals that cornered him in an alley late one night, the frail elf might have never discovered his true potential. In that moment, as the snarling beasts approached to make their kill, the magic in his blood surged to life and he nearly drowned them in a seemingly unending torrent of water.</p>\n<p>Soon after, Elsir often used his newfound gifts to earn coin. At first, he performed tricks on the street corner, but he moved into taverns soon after. As his talent with magic grew, so did his skill with deception and guile. After all, who in their right mind would settle for a few coins as a tip when one could pilfer a whole purse from a patron distracted by a magical spell? Unsurprisingly, he found himself wanted by the law soon after and fled Osirion just six months later. Elsir's pattern-of arriving in a new town, performing at local taverns or on street corners, and eventually being run out of the city for his schemes-continued for several years.</p>\n<p>It wasn't until Elsir joined a pirate crew that he found a home. To this day, Elsir can't imagine what Captain Renlock saw in him, but he is eternally grateful for the years spent aboard the Brass Bird. Whenever the Bird's crew put into port, he worked his trade, earned some extra coin, and disappeared before anyone even suspected him. Meanwhile, aboard the ship, his talent for water magic made him invaluable to the crew. And his eye for valuables and magic items was found desirable by the captain whenever the crew acquired new treasure.</p>\n<p>Unfortunately, this too came to an end. After the Brass Bird boarded a Varisian merchant vessel, the witch onboard cursed Captain Renlock's ship. From that day forward, the crew's luck turned. Elsir was there when it happened, and he can't help but feel that the curse was aimed at him specifically. The seas turned against the Brass Bird and soon after the Andoran navy pursued the ship relentlessly. After a pitched battle, Captain Renlock surrendered and Elsir finally saw the inside of a prison cell. Released only a few months later, Elsir made his way back to Absalom, leaving behind the sea for good (or so he thought).</p>\n<p>There in the massive metropolis, Elsir set up shop as a purveyor of magic trinkets and spells, using his talents to create fakes or pass off minor baubles as powerful relics. Whenever the locals suspected him of foul play, he simply packed up and moved to a new district. With a city as large as Absalom, he had plenty of places to go to, avoiding suspicion for over five years. But the old witch's curse was not done with him yet, and after a customer came in with an actual cursed ring, Elsir has found himself bound to the foul thing. Thanks to the ring's curse, his body has been slowly wasting away over time.</p>\n<p>Worse, he just received word that Captain Renlock passed away in prison. The old captain and his strange clockwork bird were always kind to Elsir, and the loss has hit him hard&hellip</p>\n<p><strong>Goals</strong> First and foremost, Elsir wants to find the coin necessary for a powerful casting of remove curse, to free himself of the ring that drains his vitality. Although he would never admit it, Elsir is tired of his current life. The thrill of deceiving the rich is long gone and he would much rather find a way to earn a modest living using his magic honestly. However, he struggles to imagine a world in which anyone would actually accept him in that way.</p>\n<p><strong>Personality</strong> Elsir often comes off as bitter and jaded. He has spent a lifetime relying on cons and using his magic to earn a living. Although he normally targets merchants and nobles who can afford to lose a few coins, no one can deny that Elsir is a cheat. He is cynical about the world and his pessimism often gets the better of him. As the years have worn on, this has only gotten worse. Nothing is ever easy for Elsir-at least from his perspective.</p>\n<p><strong>Relationships</strong> Elsir has always been a bit of a cynic, but whereas his sarcasm used to permeate through the occasional comment or observation, it now tends to color everything he does.</p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"<p><em>Jadren Tagar:</em> Jadren was usually too much for Elsir. The loud, boisterous first mate was always the center of attention, which suited Elsir just fine-it meant fewer people bothered the sorcerer. Worse still, Jadren never seemed able to remember Elsir's name.</p>\n<p><em>Kaako Ashfeather: </em>Kaako and Elsir were often bound up in some scheme or another in just about every port of call. Kaako often created a distraction in busy places, allowing Elsir to work the crowd and swindle passersby to make some quick coin. The two often spent long nights up on deck, gazing at the stars, sharing a bottle, and dreaming of a rich and prosperous future.</p>\n<p><em>Lavanna Saltspray:</em> Elsir and Lavanna never really got along. He got the impression that she didn't appreciate his antics in port, which he saw as a hypocritical coming from the priest of a pirate vessel. Worse still, Elsir has little use for faith, a belief that has only grown over the years.</p>","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":"Auideen"},"gender":{"value":"M/He/Him"},"height":{"value":""},"heritage":{"value":"Desert"},"keyability":{"value":"cha"},"level":{"min":1,"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":{"fortitude":{"rank":2,"value":0},"reflex":{"rank":1,"value":0},"will":{"rank":2,"value":0}},"skills":{"acr":{"rank":0},"arc":{"rank":1},"ath":{"rank":0},"cra":{"rank":2},"dec":{"rank":2},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":1},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":1},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["aquan","common","elven","goblin"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.MzfFXoNb28HBjajw"}}}
{"_id":"NedNTpCBQhSzDAwg","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","items":[{"_id":"18eRpNneLabrhh4J","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Bardic Lore","sort":1800000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"Pwvc6tvyHdyAWaWl","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Kobold Lore","sort":1900000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"nFH7qeOO83cAd7cF","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Warfare Lore","sort":2000000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"Egn6sRXJkHIISe8C","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","name":"Kobold","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["aklo","dwarven","gnomish","infernal","terran","undercommon"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"con","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.</em></p>\n<hr />\n<p>Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own.</p>\n<p>If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons.</li>\n<li>Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes.</li>\n<li>Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that you are cowardly and won't stick around in the face of danger.</li>\n<li>Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses.</li>\n<li>Consider your claims of draconic power to be overblown, delusional, or endearing.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or—more rarely—vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60.</p>\n<p>The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar, whether that's the dragon they currently serve or the dragon type from which they're descended.</p>\n<h2>Society</h2>\n<p>Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.</p>\n<p>Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality.</p>\n<h2>Alignment and Religion</h2>\n<p>All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival.</p>\n<p>Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward Abadar's order or Shelyn's artistic flair. More sinister communities uphold Asmodeus and other archdevils as common patrons. The dragon deities Apsu and Dahak are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads.</p>\n<h2>Adventurers</h2>\n<p>Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace—and sometimes revenge. Typical kobold backgrounds include artisan, artist, criminal, hunter, miner, scout, and tinker, plus bandit, cultist, scavenger, and servant. Kobolds excel as bards, rangers, rogues, and sorcerers, though they also often channel their ingenuity as alchemists or wizards.</p>\n<h2>Names</h2>\n<p>A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz</p>\n<hr />\n<p><strong>PFS Note</strong> Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Kobold 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> Constitution</p>\n<p><strong>Languages</strong> Common, Draconic</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Gnomish, Infernal, 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>Draconic Exemplar</strong> You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the @UUID[Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig]{Draconic Exemplars table}.</p>"},"flaws":{"0":{"value":["con"]}},"hp":6,"items":{"xhq7h":{"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","level":"1","name":"Draconic Exemplar","uuid":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"languages":{"custom":"","value":["common","draconic"]},"reach":5,"rules":[],"size":"sm","slug":"kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","kobold"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"lOFUuB9wkFjf0xhv","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","name":"Draconic Exemplar (Green Dragon)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the Draconic Exemplars table.</p>\n<h3><strong>Table 1-1 Draconic Exemplars</strong></h3>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Dragon</th>\n<th>Breath Weapon Shape</th>\n<th>Damage Type</th>\n<th>Saving Throw</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Cone</td>\n<td>Poison</td>\n<td>Fortitude</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Line</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n</tbody>\n</table>"},"level":{"value":0},"location":"Egn6sRXJkHIISe8C","prerequisites":{"value":[]},"rules":[{"adjustName":true,"choices":[{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Black","value":"black"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Blue","value":"blue"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Green","value":"green"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Red","value":"red"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.White","value":"white"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Brass","value":"brass"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Bronze","value":"bronze"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Copper","value":"copper"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Gold","value":"gold"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Silver","value":"silver"}],"flag":"draconicExemplar","key":"ChoiceSet","prompt":"PF2E.SpecificRule.DragonDisciple.Prompt","rollOption":"self:feature:draconic-exemplar","selection":"green"}],"slug":"draconic-exemplar","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xX3Eb8v3GfwxFruO","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.P8BP1un5BTrwXoBy"}},"img":"systems/pf2e/icons/features/ancestry/dragonscaled-kobold.webp","name":"Dragonscaled Kobold","sort":0,"system":{"ancestry":{"name":"Kobold","slug":"kobold","uuid":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"},"description":{"value":"<p>Your scales are especially colorful, possessing some of the same resistance a dragon possesses. You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar. Double this resistance against dragons' Breath Weapons.</p>"},"rules":[{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:black","self:feature:draconic-exemplar:copper"]}],"type":"acid","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:blue","self:feature:draconic-exemplar:bronze"]}],"type":"electricity","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":["self:feature:draconic-exemplar:green"],"type":"poison","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:red","self:feature:draconic-exemplar:gold","self:feature:draconic-exemplar:brass"]}],"type":"fire","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:white","self:feature:draconic-exemplar:silver"]}],"type":"cold","value":"max(1,floor(@actor.level/2))"}],"slug":"dragonscaled-kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"YSDBOyVCbV7LLIQ8","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.lX5KDS2hU5LihZRs"},"pf2e":{"itemGrants":{"catFall":{"id":"hcExhTYXVgrjEnOf","onDelete":"detach"}}}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Martial Disciple","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","str"]},"1":{"selected":"cha","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":"hcExhTYXVgrjEnOf","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"},"pf2e":{"grantedBy":{"id":"YSDBOyVCbV7LLIQ8","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":"YFyPOMTslC3St9rL","flags":{"core":{"sourceId":"Compendium.pf2e.classes.3gweRQ5gn7szIWAv"}},"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":{"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":"YCZpBfM1Ms7Yz2wz","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.AIOBWGOS4nkfH3kW"},"pf2e":{"itemGrants":{"enigma":{"id":"7d3lm3M80c2AfayZ","onDelete":"detach"}}}},"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":"YFyPOMTslC3St9rL","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.4ripp6EfdVpS0d60"},{"flag":"enigma","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.muses}"}],"slug":"muses","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xG6gIkkWywXyjp22","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.s0VbbQJNlSgPocui"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/musical-instrument-handheld.webp","name":"Composition Spells","sort":100,"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":"YFyPOMTslC3St9rL","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.focus.max","priority":10,"value":1}],"slug":"composition-spells","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{},"value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"KHWLcNPIQdBdFgCj","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.fEOj0eOBe34qYdAa"}},"img":"systems/pf2e/icons/features/classes/occult-spellcasting.webp","name":"Occult Spellcasting","sort":200,"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":"YFyPOMTslC3St9rL","prerequisites":{"value":[]},"rules":[],"slug":"occult-spellcasting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"E0Liljd7WBcd5VAH","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.6FsusoMYxxjyIkVh"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","name":"Spell Repertoire (Bard)","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 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":"YFyPOMTslC3St9rL","prerequisites":{"value":[]},"rules":[],"slug":"spell-repertoire-bard","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"4TZiNM1TLQbKEYTF","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.uVXEZblPRuCyPRua"},"pf2e":{"grantedBy":{"id":"7d3lm3M80c2AfayZ","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Bardic Lore","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can't increase your proficiency rank in Bardic Lore by any other means.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"enigma muse"}]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"flags.pf2e.rollOptions.all.bardicKnowledge","value":1}],"slug":"bardic-lore","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7d3lm3M80c2AfayZ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.4ripp6EfdVpS0d60"},"pf2e":{"grantedBy":{"id":"YCZpBfM1Ms7Yz2wz","onDelete":"cascade"},"itemGrants":{"bardicLore":{"id":"4TZiNM1TLQbKEYTF","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/enigma.webp","name":"Enigma","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Your muse is a mystery, driving you to uncover the hidden secrets of the multiverse. If your muse is a creature, it might be a dragon or otherworldly being; if a deity, it might be Irori or Nethys. You gain the @UUID[Compendium.pf2e.feats-srd.uVXEZblPRuCyPRua] feat and add <em>@UUID[Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh]</em> to your spell repertoire.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"bardicLore","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.uVXEZblPRuCyPRua"}],"slug":"enigma","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["bard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"rUuhQEPTRm1UgCYh","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.IElFaS5i10MFYIvq"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Kobold Lore","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You attentively learned key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in Stealth and Thievery. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Kobold Lore.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.ste.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.thi.rank","value":1}],"slug":"kobold-lore","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ILUKTbrAtkc8KRqO","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":{"value":"spontaneous"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"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,"value":0},"tradition":{"value":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"sq5JEX2NajzxzjBI","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":"ILUKTbrAtkc8KRqO"},"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":"HxBx3wVjhs75uaUJ","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},"heightening":{"levels":{"3":{"range":{"value":"60 feet"}},"5":{"range":{"value":"120 feet"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"ILUKTbrAtkc8KRqO"},"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":"LRiWEW4TXfyRaMhJ","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":"ILUKTbrAtkc8KRqO"},"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":"UV46CN2v5kIUxiu3","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":"ILUKTbrAtkc8KRqO"},"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":"Z3cTcXVAWqc6QMoX","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":"ILUKTbrAtkc8KRqO"},"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":"FVucuI5lD5b43BTJ","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":"ILUKTbrAtkc8KRqO"},"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":"uZZFPWHDeZKMOyGj","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":"ILUKTbrAtkc8KRqO"},"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":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"EWFCwtZvl98wBid5","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":{"heightenedLevel":1,"value":"ILUKTbrAtkc8KRqO"},"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":"WMZzwn6HzME7tWkT","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Occult Focus Spells","sort":0,"system":{"ability":{"value":"cha"},"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":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"Mvsd7NTefUCgs6Lm","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":"WMZzwn6HzME7tWkT"},"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":"NV5xnbIbMew3ChDS","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.WILXkjU5Yq3yw10r"}},"img":"systems/pf2e/icons/spells/counter-performance.webp","name":"Counter Performance","sort":0,"system":{"ability":{"value":""},"area":{"type":"emanation","value":60},"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"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":"WMZzwn6HzME7tWkT"},"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","fortune","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"VgKIfxJYjOXJlcjW","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.7tKkkF8eZ4iCLJtp"}},"img":"systems/pf2e/icons/equipment/weapons/shortsword.webp","name":"Shortsword","sort":100000,"system":{"MAP":{"value":""},"baseItem":"shortsword","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>These blades come in a variety of shapes and styles, but they are typically 2 feet long.</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":{"sp":9}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"shortsword","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","finesse","versatile-s"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"qCbxnlMdXZwlaG9D","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ewQZ0VeL38v3qFnN"}},"img":"systems/pf2e/icons/equipment/armor/studded-leather-armor.webp","name":"Studded Leather Armor","sort":200000,"system":{"armor":{"value":2},"baseItem":"studded-leather-armor","category":"light","check":{"value":-1},"containerId":null,"description":{"value":"<p>This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.</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 Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":12},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"53ef59F8e9laiDo4","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.s1vB3HdXjMigYAnY"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/healers-kit.webp","name":"Healer's Tools","sort":300000,"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":"hvMVrSacQUD39Opw","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.MPv5Yx4w7scZGj2Y"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/musical-instrument-handheld.webp","name":"Musical Instrument - Ocarina (Handheld)","sort":400000,"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. 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{"_id":"POKpRKV1hwHfAY6k","img":"systems/pf2e/icons/default-icons/character.svg","items":[{"_id":"JcOdFhB0P5qZQ3ys","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Assassin 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":"fQMnzdG64KkxFQxn","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":"8DLsQzKnXHNGR54R","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":"tA6oUjx7S3C2PND2","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"fleet":{"id":"ZiBXwVdutuN5yrxT","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.Ux73dmoF8KnavyUD"},{"flag":"fleet","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":"ZiBXwVdutuN5yrxT","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Ux73dmoF8KnavyUD"},"pf2e":{"grantedBy":{"id":"tA6oUjx7S3C2PND2","onDelete":"cascade"}}},"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":null,"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":"unrB4KtBUx01BqQr","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.FKHut73XDUGTnKkP"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Field Medic","sort":0,"system":{"boosts":{"0":{"selected":"wis","value":["con","wis"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war.</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 Medicine skill and the Warfare Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt] skill feat.</p>"},"items":{"lzyme":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Battle Medicine","uuid":"Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt"}},"rules":[],"slug":"field-medic","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Warfare Lore","trainedSkills":{"value":["med"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"fVHGn4gQDeZWeajK","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Battle Medicine","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"skill","description":{"value":"<p><strong>Requirements</strong> You are holding or wearing healer's tools.</p>\n<hr />\n<p>You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], and restore a corresponding amount of Hit Points; this does not remove the @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.</p>\n<p><strong>Editors note</strong> Paizo has clarified the usage of worn tools:</p>\n<blockquote>Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit. This has been marked for future errata.</blockquote>"},"level":{"value":1},"location":"unrB4KtBUx01BqQr","prerequisites":{"value":[{"value":"trained in Medicine"}]},"rules":[],"slug":"battle-medicine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","healing","manipulate","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"qzTES7jjCehogil6","flags":{"core":{"sourceId":"Compendium.pf2e.classes.YPxpk9JbMnKjbNLc"}},"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":"str","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":"U7SCdugTuxAh8GKw","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":"qzTES7jjCehogil6","prerequisites":{"value":[]},"rules":[],"slug":"flurry-of-blows","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["flourish","monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"sfowlFYOVyxPa7GJ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.SB8UJ8rZmvbcBweJ"}},"img":"systems/pf2e/icons/features/classes/powerful-fist.webp","name":"Powerful Fist","sort":100,"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":"qzTES7jjCehogil6","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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"rsYmzYTNwSHo3HGm","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Cq6NjvcKZOMySBVj"}},"img":"systems/pf2e/icons/features/classes/incredible-movement.webp","name":"Incredible Movement","sort":600,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<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>"},"level":{"value":3},"location":"qzTES7jjCehogil6","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":[{"not":"self:armored"}],"selector":"land-speed","type":"status","value":{"brackets":[{"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}]}}],"slug":"incredible-movement","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mMCBuBN93b6NkYjS","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.D2AE8RfMlZ3D1FuV"}},"img":"systems/pf2e/icons/features/classes/mystic-strikes.webp","name":"Mystic Strikes","sort":900,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<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>"},"level":{"value":3},"location":"qzTES7jjCehogil6","prerequisites":{"value":[]},"rules":[{"definition":["item:category:unarmed"],"key":"AdjustStrike","mode":"add","property":"weapon-traits","value":"magical"},{"definition":["item:trait:monk"],"key":"AdjustStrike","mode":"add","predicate":["feat:monastic-weaponry"],"property":"weapon-traits","value":"magical"}],"slug":"mystic-strikes","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"WN4iqLmby71Sy399","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.D8CSi8c9XiRpVc5M"}},"img":"systems/pf2e/icons/features/classes/alertness.webp","name":"Alertness","sort":2000,"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":"qzTES7jjCehogil6","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":"kugnC2KjFAf0xcDK","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.VgZIutWjFl8oZQFi"}},"img":"systems/pf2e/icons/features/classes/expert-strikes.webp","name":"Expert Strikes","sort":2500,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<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>"},"level":{"value":5},"location":"qzTES7jjCehogil6","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.unarmed.rank","value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.simple.rank","value":2}],"slug":"expert-strikes","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"PPHa8SWSA5wmw515","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"dragonStance":{"id":"SJKUesxOxi1xFcdI","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":"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.8sy3sHwOHS4ImwvJ"},{"flag":"dragonStance","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":"SJKUesxOxi1xFcdI","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.8sy3sHwOHS4ImwvJ"},"pf2e":{"grantedBy":{"id":"PPHa8SWSA5wmw515","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Dragon 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 dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.</p>\n<p>While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.qUowHpn79Dpt1hVn]</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"You are unarmored"}]},"rules":[],"slug":"dragon-stance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk","stance"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9D5F9Qz30BJtRGAQ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.49mBVNF4SK6iYdJm"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Unconventional Weaponry","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[],"slug":"unconventional-weaponry","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tHvQrmSW7v3qIbVW","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.3a07jkWezSuORSpS"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ki Strike","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the <em>@UUID[Compendium.pf2e.spells-srd.ZL8NTvB22NeEWhVG]</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-strike","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"n1Lv9FIIDxEtQwy8","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":"FAt6Lo6nF8pDYnpW","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.UuPZ7drPBnSmI8Eo"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Red Mantis Assassin Dedication","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Access</strong> You are from Mediogalti Island.</p>\n<hr />\n<p>You have learned how to stalk your foes and slay them with a sawtooth sabre. You become trained in Stealth and Assassin Lore; if you were already trained, you become an expert instead. Whenever your proficiency in any weapon increases to expert or beyond, you also gain that new proficiency with @UUID[Compendium.pf2e.equipment-srd.wkzxLpSe7LN6c5Ld].</p>\n<hr />\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the @UUID[Compendium.pf2e.journals.vx5FGEG34AxI2dow.JournalEntryPage.CB9YE4P7A2Wty1IX]{Red Mantis Assassin} archetype.</p>"},"level":{"value":2},"location":"class-4","prerequisites":{"value":[{"value":"trained in sawtooth sabres"},{"value":"deity is Achaekek"},{"value":"lawful evil alignment"},{"value":"member of the Red Mantis assassins"}]},"rules":[],"slug":"red-mantis-assassin-dedication","source":{"value":"Pathfinder Lost Omens: World Guide"},"traits":{"rarity":"uncommon","value":["archetype","dedication"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wl7zCd3xyl1uaEEy","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.M2V1vqAziOkWV30B"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Crimson Shroud","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p><strong>Frequency</strong> A number of times per day equal to your number of class feats from the Red Mantis assassin archetype</p>\n<hr />\n<p>You swathe yourself in a veil of red mist for 1 minute. While the shroud is active, you gain fast healing equal to half your level. You can Interact with your shroud, swirling it around you, to gain a +1 circumstance bonus to AC until the beginning of your next turn. Finally, if you die while the shroud is active, you can choose to have your entire body vanish into red mist, leaving behind only your gear; you make this choice when you activate Crimson Shroud.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.6YhbQmOmbmy84W1C]</p>"},"level":{"value":6},"location":"class-6","prerequisites":{"value":[{"value":"Red Mantis Assassin Dedication"}]},"rules":[],"slug":"crimson-shroud","source":{"value":"Pathfinder Lost Omens: World Guide"},"traits":{"rarity":"common","value":["archetype","healing","magical","necromancy"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FgqUzEjkKfDDMWDd","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Medicine)","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":"medicine"},{"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":"jtO77BrdxhpLo8ug","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. You must still use another hand and both legs to Climb.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Athletics"}]},"rules":[],"slug":"combat-climber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"PUvN99Xgx73fPajg","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.8c61nOIr5AM3KxZi"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ward Medic","sort":0,"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-6","prerequisites":{"value":[{"value":"expert in Medicine"}]},"rules":[],"slug":"ward-medic","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"x7fpRKQTSRtqWNn9","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.x9wxQ61HNkAVbDHr"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Weapon Proficiency","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":"general-3","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":"NBIOGc7OvDvzbPXy","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine 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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"RINlrenH2khoN9kt","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.ZL8NTvB22NeEWhVG"}},"img":"systems/pf2e/icons/spells/ki-strike.webp","name":"Ki Strike","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"focus"},"components":{"focus":false,"material":false,"somatic":false,"verbal":true},"cost":{"value":""},"damage":{"value":{"0":{"applyMod":false,"type":{"categories":[],"subtype":"","value":"untyped"},"value":"1d6"}}},"description":{"value":"<p>You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn).</p>\n<p>You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.8olfnTmWh0GGPDqX]</p>\n<hr />\n<p><strong>Heightened (+4)</strong> The extra damage increases by 1d6.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d6"},"interval":4,"type":"interval"},"level":{"value":1},"location":{"value":"NBIOGc7OvDvzbPXy"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"ki-strike","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"MvNAR8MQEC2Uv0b0","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.JNt7GmLCCVz5BiEI"}},"img":"systems/pf2e/icons/equipment/weapons/javelin.webp","name":"Javelin","sort":0,"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":3,"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":"o2z0i5A9anQ620yy","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.wkzxLpSe7LN6c5Ld"}},"img":"systems/pf2e/icons/equipment/weapons/sawtooth-saber.webp","name":"Sawtooth Saber","sort":0,"system":{"MAP":{"value":""},"baseItem":"sawtooth-saber","bonus":{"value":0},"bonusDamage":{"value":0},"category":"advanced","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d6"},"description":{"value":"<p>The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name.</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":5}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"sawtooth-saber","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"uncommon","value":["agile","finesse","twin"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"IFtZVbwoaKzz8orU","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":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":35}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"handwraps-of-mighty-blows","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":null},"stackGroup":null,"strikingRune":{"value":""},"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":"QNbDa80BHuURxzvN","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.dDIPA1WE9ESF67EB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/clothes-explorers.webp","name":"+1 Clothing (Explorer's)","sort":0,"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":true},"equippedBulk":{"value":"L"},"group":"cloth","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":5},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":161}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"resiliencyRune":{"value":null},"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":"WKDXQl51FTHbgq8H","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.o1zKhvYUUc1hE2AE"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/healers-gloves.webp","name":"Healer's Gloves","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> You can soothe the wounds of a willing, living, adjacent creature, restoring [[/r (2d6+7)[healing]]]{2d6+7 Hit Points} to that creature. This is a positive healing effect. You can't harm undead with this healing.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":4},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":80}},"quantity":1,"rules":[{"key":"FlatModifier","selector":"medicine","type":"item","value":1}],"size":"med","slug":"healers-gloves","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["invested","magical","necromancy"]},"usage":{"value":"worngloves"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"8lmhWXGwaJLeGDBQ","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":"lhWR82GhlVFQFtL8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.upzjwQ96cZG0Xlmx"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/religious-symbol-silver.webp","name":"Religious Symbol of Achaekek (Silver)","sort":0,"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","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":[{"domain":"all","key":"RollOption","option":"has-religious-symbol","requiresEquipped":false}],"size":"med","slug":"religious-symbol-silver","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":"p2wuS1flxOqpPmWD","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":0,"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":"3iFzYUSFDcLiyTg6","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ktjFOp3U0wQD9t0Z"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/antidote.webp","name":"Antidote (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>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":"UQm9VRR0T8s34Ivq","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zM9VX3QwM81DzDUA"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/bravos-brew.webp","name":"Bravo's Brew (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 flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain a +1 item bonus to Will saves, or +2 when attempting Will saves against fear.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.eh7EqmDBDW30ShCu]</p>"},"equipped":{"carryType":"worn"},"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":1,"rules":[],"size":"med","slug":"bravos-brew-lesser","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","elixir","mental"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"ucIy68akTqtwEyh4","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.bQPRKEpnLakJBAAh"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/cats-eye-elixir.webp","name":"Cat's Eye 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>After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements.</p>\n<p>For the next minute, you reduce the flat check to target hidden creatures to 5, and you don't need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you.</p>"},"equipped":{"carryType":"worn"},"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":1,"rules":[],"size":"med","slug":"cats-eye-elixir","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":"4AGOiHRCj1KqTdzT","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.88pGCHV0uKMskTVO"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/darkvision-elixir.webp","name":"Darkvision 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\">1</span> Interact</p>\n<p>After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for 10 minutes.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.7UL8belWmo7U5YGM]</p>"},"equipped":{"carryType":"worn"},"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":1,"rules":[],"size":"med","slug":"darkvision-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":"Zhstgo2XQiCuMAmC","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.mj9i9GeQTADByNPZ"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/juggernaut-mutagen.webp","name":"Juggernaut 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>After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant.</p>\n<p><strong>Benefit</strong> You gain a +2 item bonus to Fortitude saves and 10 temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points.</p>\n<p><strong>Drawback</strong> You take a -2 penalty to Will saves, Perception checks and initiative rolls.</p>\n<p><strong>Duration</strong> 10 minute.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.fUrZ4xcMJz0CfTyG]</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":"juggernaut-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":"8NF3K6dNdHh5EcNA","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.jdDDqv9LbEYX2wAE"}},"img":"systems/pf2e/icons/equipment/consumables/talismans/monkey-pin.webp","name":"Monkey Pin","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> Climb</p>\n<p><strong>Requirements</strong> You are trained in Athletics</p>\n<p>This small brass pin is in the shape of a monkey climbing a tree. When you activate this talisman, use a Climb action. If you succeed, you move your full Speed during the Climb. If you roll a critical failure, you get a failure instead.</p>"},"equipped":{"carryType":"worn"},"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":1,"rules":[],"size":"med","slug":"monkey-pin","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","talisman","transmutation"]},"usage":{"value":"affixed-to-armor"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"yAKmM24zn3lJoDTP","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":"BDGNVkwZjq6Ip8aX","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":"Z7hxnAg8dBGwhQxI","flags":{"core":{"sourceId":"Compendium.pf2e.deities.51kMMWaT6CqpGlGk"}},"img":"systems/pf2e/icons/default-icons/deity.svg","name":"Achaekek","sort":0,"system":{"ability":["str","dex"],"alignment":{"follower":["LN","LE","NE"],"own":"LE"},"category":"deity","description":{"value":"<p>While Achaekek's divine genesis is heavily debated among scholars, it is believed that he was created-either by the power of a singular deity or a group of them-to eradicate those who would steal a god's divinity, and he has since become the enforcer of divine punishment. Known as He Who Walks in Blood, he slumbers in the blood of heretics and worshippers alike in an immense cleft carved into the base of the Boneyard's spire, a realm known as the Blood Vale. He keeps no formal relationships with any other deities, even his sister, Grandmother Spider, who repeatedly coaxes Achaekek to rebel against the gods and abandon his duties. In response, even though some gods disapprove of Achaekek's methods, few openly defy him.</p>\n<p><strong>Edicts</strong> conduct assassinations, spread the Red Mantis's infamy, wield sawtooth sabers in combat</p>\n<p><strong>Anathema</strong> kill a rightful ruler, become fixated on petty matters such as others' gender or ancestry, abandon an assassination contract you agreed to pursue</p>\n<p><strong>Areas of Concern</strong> assassins, divine punishments, and the Red Mantis</p>"},"domains":{"alternate":[],"primary":["death","might","trickery","zeal"]},"font":["harm"],"rules":[],"skill":"ste","slug":"achaekek","source":{"value":"Pathfinder Lost Omens: Gods & Magic"},"spells":{"1":"Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh","2":"Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB","4":"Compendium.pf2e.spells-srd.tlcrVRqW1MSKJ5IC"},"weapons":["sawtooth-saber"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"OQBVv5WUE7AZ1pth","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.44F1mfJei4GY8f2X"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/crowbar.webp","name":"Crowbar","sort":0,"system":{"baseItem":null,"containerId":"BDGNVkwZjq6Ip8aX","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. Without a crowbar, prying something open takes a -2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).</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":[{"key":"AdjustModifier","selector":"athletics","slug":"no-crowbar","suppress":true}],"size":"med","slug":"crowbar","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":"u3FiAH8YUZUkJLLv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Jvp0x2Sc82WVpExT"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/disguisekit.webp","name":"Disguise Kit","sort":0,"system":{"baseItem":null,"containerId":"BDGNVkwZjq6Ip8aX","description":{"value":"<p>This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit.</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":2}},"quantity":1,"rules":[],"size":"med","slug":"disguise-kit","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":"WEe074p4ggh5d7jf","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":"BDGNVkwZjq6Ip8aX","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":"jDNFSrmMknicnbTZ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.WAsQ6WuMYUB77Uh0"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/hourglass.webp","name":"Hourglass","sort":0,"system":{"baseItem":null,"containerId":"BDGNVkwZjq6Ip8aX","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":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"hourglass","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":"EkkVcwoip03WQ6Sw","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":0,"system":{"baseItem":null,"containerId":"BDGNVkwZjq6Ip8aX","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":"wY7TN0X1oBL7DscM","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UtRH6jt3iNFCgLLG"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spyglass.webp","name":"Spyglass","sort":0,"system":{"baseItem":null,"containerId":"BDGNVkwZjq6Ip8aX","description":{"value":"<p>A typical spyglass lets you see eight times farther than normal.</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":20}},"quantity":1,"rules":[],"size":"med","slug":"spyglass","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":"qPC9bSZZmk2GKYzA","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.y4WJY8rCbY6d1MET"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-tools/sunrod.webp","name":"Sunrod","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"BDGNVkwZjq6Ip8aX","description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Interact</p>\n<p>This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).</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":"sunrod","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","light"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"}],"name":"Yacob","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":80},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["str","wis","dex","con"],"5":["dex","wis","con","int"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"LE"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"<p>Trained as a doctor, Yacob readily turns his medical mastery into deadly unarmed strikes that disable foes, crossing impossible distances in an instant to execute surprised targets or patch his allies' wounds.</p>\n<p>As a field medic in Taldor's phalanx, Yacob Kress served under a dozen egotistical, short-lived nobles during Taldor's recent succession wars. Time and again, these nobles' arrogance and ambition got soldiers killed, and Yacob was left healing those unlucky enough to survive and burying the rest. He became so bitter that when a Red Mantis assassin killed Yacob's latest patron before his eyes, the medic didn't seek revenge; he sought training. Intrigued, the assassin accepted, taking Yacob to Mediogalti island to learn Achaekek's deadly arts. Several years later, Yacob finds grim catharsis every time he executes an arrogant fool, as if taking revenge against his old Taldan commanders-though he prefers not to harm bystanders whenever he can help it.</p>\n<p><strong>Eteleon:</strong> This is the very assassin who eviscerated Yacob's commander and introduced the medic to the Red Mantis. The stoic Eteleon has provided Yacob with invaluable mentorship, and this is their first mission together. Yacob is eager to prove what he's learned.</p>\n<p><strong>Kangir:</strong> Yacob only knows Kangir by reputation, specifically as one of the foul champions responsible for the succession wars' \"Temple Canyon Tragedy.\" Yacob suppresses any grudge for the incident; that was a lifetime ago.</p>\n<p><strong>Zeah:</strong> Yacob and Zeah trained together as assassins. Surviving that harrowing education has forged an unspoken respect, bond, and light rivalry between the two.</p>","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":"Achaekek"},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":6},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{"martial":{"rank":1},"weapon-base-sawtooth-saber":{"breakdown":"","custom":true,"rank":2,"value":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":{},"skills":{"acr":{"rank":2},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":0},"dec":{"rank":1},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":2},"nat":{"rank":1},"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":["dwarven","kelish"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.POKpRKV1hwHfAY6k"}}}
{"_id":"QW5TpsCjn70RTFnL","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/elf.svg","items":[{"_id":"LVr7R9d8eHQ5OZyo","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":"1gYkKJfTBSddzbyd","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":"VsV2Ebheboc8RpaS","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.jEtVesbqYcWGbBYk"}},"img":"systems/pf2e/icons/features/ancestry/seer-elf.webp","name":"Seer Elf","sort":0,"system":{"ancestry":{"name":"Elf","slug":"elf","uuid":"Compendium.pf2e.ancestries.PgKmsA2aKdbLU6O0"},"description":{"value":"<p>You have an inborn ability to detect and understand magical phenomena. You can cast the <em>@UUID[Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl]</em> cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.</p>\n<p>In addition, you gain a +1 circumstance bonus to checks to @UUID[Compendium.pf2e.actionspf2e.eReSHVEPCsdkSL4G] and to @UUID[Compendium.pf2e.actionspf2e.d9gbpiQjChYDYA2L] of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.</p>"},"rules":[{"key":"FlatModifier","label":"Seer Elf (Identity Magic or Decipher Writing)","predicate":[{"or":["action:identify-magic","action:decipher-writing"]}],"selector":"skill-check","type":"circumstance","value":1}],"slug":"seer-elf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"YybGaTMX2iAZpjg8","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.lX5KDS2hU5LihZRs"},"pf2e":{"itemGrants":{"catFall":{"id":"ga7WrNOXSsdLe8Fb","onDelete":"detach"}}}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Martial Disciple","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","str"]},"1":{"selected":"str","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":"ga7WrNOXSsdLe8Fb","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"},"pf2e":{"grantedBy":{"id":"YybGaTMX2iAZpjg8","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":"7p5oyFEfVFv2l9HP","flags":{"core":{"sourceId":"Compendium.pf2e.classes.YPxpk9JbMnKjbNLc"}},"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":"7u74Hj8nTheEV50Q","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":"7p5oyFEfVFv2l9HP","prerequisites":{"value":[]},"rules":[],"slug":"flurry-of-blows","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["flourish","monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"qppYGgU5UeW4QaeH","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.SB8UJ8rZmvbcBweJ"}},"img":"systems/pf2e/icons/features/classes/powerful-fist.webp","name":"Powerful Fist","sort":100,"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":"7p5oyFEfVFv2l9HP","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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Rr01iPjQDuNMYuBK","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Pat4H0VbmApblZxc"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Otherworldly Magic","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your elven magic manifests as a simple arcane spell, even if you aren't formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"otherworldly-magic","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"YeI1KVneeR2jvhem","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.bf7NCeKqDClaqhTR"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Crane 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 crane, holding your arms in an imitation of a crane's wings and using flowing, defensive motions.</p>\n<p>You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.</p>\n<p>While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.nwkYZs6YwXYAJ4ps]</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[{"value":"You are unarmoured"}]},"rules":[],"slug":"crane-stance","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["monk","stance"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"K741aBWriZ558bP6","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Innate Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"innate"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"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":"PU61IWURLfhs8ocU","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":"K741aBWriZ558bP6"},"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":"9NvX5aVl0O4bhLYT","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":"K741aBWriZ558bP6"},"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":"ut9S5jZklNxiEwWx","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":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":2,"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":"L9xW2qJ4m1leC4ef","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":2,"range":20,"reload":{"value":"-"},"rules":[],"size":"med","slug":"alchemists-fire-lesser","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":1},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["alchemical","bomb","consumable","fire","splash"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"cEQm8DGwHH0I2G7V","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,"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":"YDd5r4O2VDTfYLsI","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":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":"b3jpZ4GasqDXBSS2","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":"jbHLwFm33y92QMfP","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"b3jpZ4GasqDXBSS2","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":{"per":10,"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":"consumable"},{"_id":"pyGVydcvGUnFyNmj","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":0,"system":{"baseItem":null,"containerId":"b3jpZ4GasqDXBSS2","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":"le18E0s0h9sDAk93","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":"b3jpZ4GasqDXBSS2","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"}],"name":"Ekene","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":["dex","con","str","wis"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"LG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"<p>Many in the Mwangi Expanse believe Ekujae elves are dedicated isolationists, but they are actually close allies of the Magaambya. On a trip to deliver relics there, two Ekujae lore-bearers brought their daughter, Ekene. After concluding their business, they told Ekene that she was to stay and learn. Her first lonely night in the dormitory was also the first time the serious young elf ever wept.</p>\n<p>Ekene spent her youth training to be one of the Ekujae's defenders. She believed the warrior's road was her life's path, not that of a scholar. She works hard at her studies to make her parents proud, even though she still doesn't feel like she belongs. Ekene's traditional Ekujae paint markings have faded since her arrival and she has intentionally chosen not to reapply them. She hopes to have her family apply new markings upon her return that better represent the person she will become upon leaving the Magaambya, whether or not it's who they expect her to be.</p>\n<p>Ekene is generally amiable, but is particularly close with Muruwa, as the two share a love for climbing trees and spending time outdoors.</p>","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"","value":""},"ethnicity":{"value":"Ekujae"},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":"Mwangi Expanse"},"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":1},"ath":{"rank":1},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":1},"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":["mwangi"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.QW5TpsCjn70RTFnL"}}}
{"_id":"RrZABs8PNTwLv1ah","img":"systems/pf2e/icons/default-icons/character.svg","items":[{"_id":"8VMRVgiWD8Wy1P31","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":"ByZ4KiUYGhmFthef","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":"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":"iSv0va9XsKkwhLRb","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"toughness":{"id":"uYzDFx5DAHrkSNBi","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.AmP0qu7c5dlBSath"},{"flag":"toughness","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":"uYzDFx5DAHrkSNBi","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.AmP0qu7c5dlBSath"},"pf2e":{"grantedBy":{"id":"iSv0va9XsKkwhLRb","onDelete":"cascade"}}},"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":null,"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":"tfDsVyuAKvIcgILg","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":"wis","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":"UL1LHKorLXHmsfyE","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":"tfDsVyuAKvIcgILg","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":"1wrU0syrL6UrgfTl","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":{"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":"fighter","source":{"value":"Pathfinder Core Rulebook"},"trainedSkills":{"additional":3,"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"plk8eE8NDeBuOPse","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"pf2e":{"itemGrants":{"attackOfOpportunity":{"id":"lqpFYX1XTYy3E03z","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":"1wrU0syrL6UrgfTl","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":"K8k3qSFqtuTuDuNK","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"LIYedXUKQfIGWKQJ","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":"1wrU0syrL6UrgfTl","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":"lqpFYX1XTYy3E03z","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT"},"pf2e":{"grantedBy":{"id":"plk8eE8NDeBuOPse","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. 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{"_id":"UCrQbCrBrKBbNAEv","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","items":[{"_id":"1vJf21uMS7MYA25M","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Hills Lore","sort":100000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"UK4ekEezxtfRcyRu","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","name":"Kobold","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["aklo","dwarven","gnomish","infernal","terran","undercommon"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"int","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.</em></p>\n<hr />\n<p>Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own.</p>\n<p>If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons.</li>\n<li>Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes.</li>\n<li>Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that you are cowardly and won't stick around in the face of danger.</li>\n<li>Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses.</li>\n<li>Consider your claims of draconic power to be overblown, delusional, or endearing.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or—more rarely—vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60.</p>\n<p>The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar, whether that's the dragon they currently serve or the dragon type from which they're descended.</p>\n<h2>Society</h2>\n<p>Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.</p>\n<p>Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality.</p>\n<h2>Alignment and Religion</h2>\n<p>All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival.</p>\n<p>Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward Abadar's order or Shelyn's artistic flair. More sinister communities uphold Asmodeus and other archdevils as common patrons. The dragon deities Apsu and Dahak are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads.</p>\n<h2>Adventurers</h2>\n<p>Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace—and sometimes revenge. Typical kobold backgrounds include artisan, artist, criminal, hunter, miner, scout, and tinker, plus bandit, cultist, scavenger, and servant. Kobolds excel as bards, rangers, rogues, and sorcerers, though they also often channel their ingenuity as alchemists or wizards.</p>\n<h2>Names</h2>\n<p>A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz</p>\n<hr />\n<p><strong>PFS Note</strong> Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Kobold 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> Constitution</p>\n<p><strong>Languages</strong> Common, Draconic</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Gnomish, Infernal, 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>Draconic Exemplar</strong> You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the @UUID[Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig]{Draconic Exemplars table}.</p>"},"flaws":{"0":{"value":["con"]}},"hp":6,"items":{"xhq7h":{"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","level":"1","name":"Draconic Exemplar","uuid":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"languages":{"custom":"","value":["common","draconic"]},"reach":5,"rules":[],"size":"sm","slug":"kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","kobold"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"p8dEv6MLcmHwJNfY","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","name":"Draconic Exemplar (Red Dragon)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the Draconic Exemplars table.</p>\n<h3><strong>Table 1-1 Draconic Exemplars</strong></h3>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Dragon</th>\n<th>Breath Weapon Shape</th>\n<th>Damage Type</th>\n<th>Saving Throw</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Cone</td>\n<td>Poison</td>\n<td>Fortitude</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Line</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n</tbody>\n</table>"},"level":{"value":0},"location":"UK4ekEezxtfRcyRu","prerequisites":{"value":[]},"rules":[{"adjustName":true,"choices":[{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Black","value":"black"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Blue","value":"blue"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Green","value":"green"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Red","value":"red"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.White","value":"white"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Brass","value":"brass"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Bronze","value":"bronze"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Copper","value":"copper"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Gold","value":"gold"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Silver","value":"silver"}],"flag":"draconicExemplar","key":"ChoiceSet","prompt":"PF2E.SpecificRule.DragonDisciple.Prompt","rollOption":"self:feature:draconic-exemplar","selection":"red"}],"slug":"draconic-exemplar","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"qZqEhAyfkK96eQDY","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.b3UC18ueX8m9Ov0W"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Hermit","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["con","int"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>In an isolated place-like a cave, remote oasis, or secluded mansion-you lived a life of solitude. Adventuring might represent your first foray out among other people in some time. This might be a welcome reprieve from solitude or an unwanted change, but in either case, you're likely still rough around the edges.</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 Nature or Occultism skill, plus a Lore skill related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore). You gain the @UUID[Compendium.pf2e.feats-srd.1Bt7uCW2WI4sM84P] skill feat.</p>"},"items":{"z8dne":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Dubious Knowledge","uuid":"Compendium.pf2e.feats-srd.1Bt7uCW2WI4sM84P"}},"rules":[{"adjustName":false,"choices":[{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"}],"flag":"skill","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"nature"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.{item|flags.pf2e.rulesSelections.skill}.rank","value":1}],"slug":"hermit","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"<Location> Lore","trainedSkills":{"custom":"","value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"ZQGT9K4gKnxwv8ho","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.1Bt7uCW2WI4sM84P"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Dubious Knowledge","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.</p>"},"level":{"value":1},"location":"qZqEhAyfkK96eQDY","prerequisites":{"value":[{"value":"trained in a skill with the Recall Knowledge action"}]},"rules":[{"key":"Note","predicate":["action:recall-knowledge"],"selector":"skill-check","text":"When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge.","title":"{item|name}"}],"slug":"dubious-knowledge","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"CHfr1sAm1uXgAUry","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":"RoFR3juU05ZDitAM","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.KPtF29AaeX2sJW0K"},"pf2e":{"itemGrants":{"wildPatron":{"id":"UnF00qvKLW50l9MD","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":"CHfr1sAm1uXgAUry","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.x2gzQMPvLwHWDdAC"},{"flag":"wildPatron","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":"REnh3ZynMooqEalC","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":"CHfr1sAm1uXgAUry","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":"vQsIXkB4BdJpAnid","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":"CHfr1sAm1uXgAUry","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":"Xk6ATJFiIx1Mbc2n","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.zT6QiTMxxj8JYoN9"},"pf2e":{"itemGrants":{"castASpell":{"id":"TVMFVUn7Nx0DkJJx","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":"CHfr1sAm1uXgAUry","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":"kBGGM8gKL3FffagR","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":"CHfr1sAm1uXgAUry","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":"UnF00qvKLW50l9MD","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.x2gzQMPvLwHWDdAC"},"pf2e":{"grantedBy":{"id":"RoFR3juU05ZDitAM","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/wild-patron.webp","name":"Wild Patron","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>The wild places of the world feel the touch of your patron.</p>\n<p><strong>Spell List</strong> primal</p>\n<p><strong>Patron Skill</strong> Nature</p>\n<p><strong>Hex Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.GdN5YQE47gd79k7X]</em></p>\n<p><strong>Granted Spell</strong> Your choice of <em>@UUID[Compendium.pf2e.spells-srd.4YnON9JHYqtLzccu]</em>, or <em>@UUID[Compendium.pf2e.spells-srd.jSRAyd57kd4WZ4yE]</em></p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.nat.rank","value":1},{"key":"ActiveEffectLike","mode":"override","path":"system.proficiencies.aliases.witch","priority":39,"value":"primal"}],"slug":"wild-patron","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"TVMFVUn7Nx0DkJJx","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"},"pf2e":{"grantedBy":{"id":"Xk6ATJFiIx1Mbc2n","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":"1v4I2qemfkdz8fMn","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.WoKiYMCXV27szBdy"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cringe","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p><strong>Trigger</strong> A creature you are aware of critically succeeds on a Strike against you and would deal damage to you.</p>\n<hr />\n<p>With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your [[/r (@actor.level)+2]]{level + 2}. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"cringe","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["emotion","kobold","mental","visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Chtjhys7V0R8aL35","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.gS9FYlD0Vt8yyZkP"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Grovel","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"ancestry","description":{"value":"<p>With obsequious words and begging gestures, you convince your foe you're less of a threat.</p>\n<p>You attempt to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X] against a creature. Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[{"value":"trained in Deception"}]},"rules":[],"slug":"grovel","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["auditory","concentrate","emotion","kobold","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ujKAek0EThNATRxm","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.wsq8nncD25Q1fRn2"},"pf2e":{"itemGrants":{"lessonOfVengeance":{"id":"F7vKM7x62hU3YiC9","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.DtmKrCvsmutVLAhH"},{"flag":"lessonOfVengeance","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":"F7vKM7x62hU3YiC9","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.DtmKrCvsmutVLAhH"},"pf2e":{"grantedBy":{"id":"ujKAek0EThNATRxm","onDelete":"cascade"}}},"img":"systems/pf2e/icons/spells/needle-of-vengeance.webp","name":"Lesson of Vengeance","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You gain the <em>@UUID[Compendium.pf2e.spells-srd.aEitTTb9PnOyidRf]</em> hex, and your familiar learns <em>@UUID[Compendium.pf2e.spells-srd.R8bqnYiThB6MYTxD]</em>.</p>"},"level":{"value":2},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"lesson-of-vengeance","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"JnCHgmBNCrWcCkje","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.j01dM0ZAC7KzShx0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Rites Of Convocation (Summon Plants and Fungi)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your patron grants you the power to summon other creatures to aid you.</p>\n<p>Choose one <em>summon</em> spell (such as <em>@UUID[Compendium.pf2e.spells-srd.4YnON9JHYqtLzccu]</em>, <em>@UUID[Compendium.pf2e.spells-srd.lKcsmeOrgHtK4xQa]</em>, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you've prepared in one of your witch spell slots with the spell you chose, heightened to the same level.</p>\n<p>The spell you replaced must be of at least the <em>summon</em> spell's minimum spell level.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"rites-of-convocation","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["witch"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"T0Eko0IHcekZtILV","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.6Z4e3B9vePYpibcy"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Confabulator","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you're a master in Deception, reduce the bonus to +1, and if you're legendary, your targets don't get these bonuses at all.</p>"},"level":{"value":2},"location":"skill-2","prerequisites":{"value":[{"value":"expert in Deception"}]},"rules":[],"slug":"confabulator","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"GxSgOpNxtgpN1Wzw","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":"JvafZKsYbC7ZLy28","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.m7KjpkAAh9PptJsY"},"pf2e":{"itemGrants":{"koboldBreath":{"id":"V57NCAzFGul3Schr","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.PPUNMjRLQYnmwQvF"},{"flag":"koboldBreath","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":"V57NCAzFGul3Schr","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PPUNMjRLQYnmwQvF"},"pf2e":{"grantedBy":{"id":"JvafZKsYbC7ZLy28","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Kobold Breath","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":2},"category":"ancestry","description":{"value":"<p>You channel your draconic exemplar's power into a gout of energy that manifests as a @Template[type:line|distance:30] or a @Template[type:cone|distance:15], dealing [[/r ceil(@actor.level/2)d4]]{1d4 leveled damage}. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for [[/r 1d4 #rounds]]{1d4 rounds}.</p>\n<p>At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your @UUID[Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig]. This ability has the trait associated with the type of damage it deals.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"kobold-breath","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["arcane","evocation","kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wuxKWJhuWqwgyOti","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal 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":"zXDYUIrmu6aolXe3"},"1":{"id":"HJEbHhBSZlMpbxfZ"},"2":{"id":"jRHpEmp8wyKz5Gka"},"3":{"id":"MdJCSBibmi5zDx9A"}},"value":0},"slot1":{"max":3,"prepared":{"0":{"id":"BXb76SjkFJ6xGC96"},"1":{"id":"8aD4lOYK44BMVVRC"},"2":{"id":"CyRKHEk5LRXPjyj5"}},"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":3,"prepared":{"0":{"id":"IJXFbxtAr7QaIbq8"},"1":{"id":"hIOogGLz2p3jN0Af"},"2":{"id":"1Ceolb3glW4XnPBW"}},"value":0},"slot3":{"max":2,"prepared":{"0":{"id":"21RRHuMx6fWA88iA"},"1":{"id":"ZyztGm9DnivadhfI"}},"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":"zXDYUIrmu6aolXe3","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":"wuxKWJhuWqwgyOti"},"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":"HJEbHhBSZlMpbxfZ","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":"wuxKWJhuWqwgyOti"},"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":"jRHpEmp8wyKz5Gka","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":"wuxKWJhuWqwgyOti"},"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":"MdJCSBibmi5zDx9A","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. 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":"wuxKWJhuWqwgyOti"},"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":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"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":"LvT8xZa6HfoxrXur","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.kl2q6JvBZwed4B6v"}},"img":"systems/pf2e/icons/spells/dancing-lights.webp","name":"Dancing Lights","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 up to four floating lights, no two of which are more than 10 feet apart. 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":"wuxKWJhuWqwgyOti"},"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":"cPBfWljKmrzAFQbJ","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":"wuxKWJhuWqwgyOti"},"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":"pOcbEzCqFi9aGtsy","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":"wuxKWJhuWqwgyOti"},"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":"RQLSNZ055elRnpai","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":"wuxKWJhuWqwgyOti"},"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":"ZbtiNsLsCqHNonl5","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":"wuxKWJhuWqwgyOti"},"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":"8aD4lOYK44BMVVRC","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":"wuxKWJhuWqwgyOti"},"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":"ZyztGm9DnivadhfI","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.R8bqnYiThB6MYTxD"}},"img":"systems/pf2e/icons/spells/phantom-pain.webp","name":"Phantom Pain","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":"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":"wuxKWJhuWqwgyOti"},"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":"BXb76SjkFJ6xGC96","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":"wuxKWJhuWqwgyOti"},"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":"CyRKHEk5LRXPjyj5","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":"wuxKWJhuWqwgyOti"},"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":"AXpBK2f90ZQn3FXL","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.TTwOKGqmZeKSyNMH"}},"img":"systems/pf2e/icons/spells/feather-fall.webp","name":"Feather Fall","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><strong>Trigger</strong> a creature within range is falling</p>\n<hr />\n<p>You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"wuxKWJhuWqwgyOti"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"60 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"feather-fall","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 falling creature"},"time":{"value":"reaction"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"T1t5xPAawRDXeA0a","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.aEM2cttJ2eYcLssW"}},"img":"systems/pf2e/icons/spells/fleet-step.webp","name":"Fleet Step","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 gain a +30-foot status bonus to your Speed.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.ThFug45WHkQQXcoF]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"wuxKWJhuWqwgyOti"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"fleet-step","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"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":"5wu8Yi70Qr3wnaGg","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.g8QqHpv2CWDwmIm1"}},"img":"systems/pf2e/icons/spells/gust-of-wind.webp","name":"Gust of Wind","sort":0,"system":{"ability":{"value":""},"area":{"type":"line","value":60},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature is unaffected.</p>\n<p><strong>Success</strong> The creature can't move against the wind.</p>\n<p><strong>Failure</strong> The creature is knocked @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60]. If it was flying, it suffers the effects of critical failure instead.</p>\n<p><strong>Critical Failure</strong> The creature is pushed 30 feet in the wind's direction, knocked Prone, and takes 2d6 bludgeoning damage.</p>"},"duration":{"value":"until the start of your next turn"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"wuxKWJhuWqwgyOti"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"gust-of-wind","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["air"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"IwMuxzo9Kct6A48K","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.s3abwDbTV43pGFFW"}},"img":"systems/pf2e/icons/spells/shillelagh.webp","name":"Shillelagh","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 grows vines and leaves, brimming with primal energy. The target becomes a <em>+1 striking weapon</em> while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.deG1dtfuQph03Kkg]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"wuxKWJhuWqwgyOti"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shillelagh","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 club or staff you hold"},"time":{"value":"2"},"traditions":{"value":["primal"]},"traits":{"rarity":"common","value":["plant"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"KajgVjUIN70Riu8k","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.4YnON9JHYqtLzccu"}},"img":"systems/pf2e/icons/spells/summon-animal.webp","name":"Summon Animal","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is -1, such as those found in Pathfinder Bestiary volumes. Heightening the spell increases the maximum level of creature you can summon.</p>\n<hr />\n<p><strong>Heightened (2nd)</strong> Level 1</p>\n<p><strong>Heightened (3rd)</strong> Level 2</p>\n<p><strong>Heightened (4th)</strong> Level 3</p>\n<p><strong>Heightened (5th)</strong> Level 5</p>\n<p><strong>Heightened (6th)</strong> Level 7</p>\n<p><strong>Heightened (7th)</strong> Level 9</p>\n<p><strong>Heightened (8th)</strong> Level 11</p>\n<p><strong>Heightened (9th)</strong> Level 13</p>\n<p><strong>Heightened (10th)</strong> Level 15</p>"},"duration":{"value":"sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"wuxKWJhuWqwgyOti"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"summon-animal","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"3"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"IJXFbxtAr7QaIbq8","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.J6vNvrUT3b1hx2iA"}},"img":"systems/pf2e/icons/spells/entangle.webp","name":"Entangle","sort":0,"system":{"ability":{"value":""},"area":{"details":"all squares in a 20-foot-radius burst that contain plants","type":"burst","value":20},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p><strong>Area</strong> all squares in a 20-foot burst that contain plants or fungi</p>\n<p>Plants and fungi in the area entangle creatures. 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. Creatures can attempt to Escape at entangle's DC to remove these effects.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"wuxKWJhuWqwgyOti"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":"reflex"},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"entangle","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["primal"]},"traits":{"rarity":"common","value":["plant"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"hIOogGLz2p3jN0Af","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":{"value":"wuxKWJhuWqwgyOti"},"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":"1Ceolb3glW4XnPBW","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.0qaqksrGGDj74HXE"}},"img":"systems/pf2e/icons/spells/glitterdust.webp","name":"Glitterdust","sort":200000,"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":"wuxKWJhuWqwgyOti"},"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":"4pISZvQTjg51Lr61","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.HRb2doyaLtaoCfi3"}},"img":"systems/pf2e/icons/spells/faerie-fire.webp","name":"Faerie Fire","sort":100000,"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":{"value":"wuxKWJhuWqwgyOti"},"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":"21RRHuMx6fWA88iA","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":"wuxKWJhuWqwgyOti"},"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":"c8iaOKkhhPqDVhyZ","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},"heightening":{"levels":{"6":{"target":{"value":"10 creatures"}}},"type":"fixed"},"level":{"value":3},"location":{"value":"wuxKWJhuWqwgyOti"},"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":"nnaISNwVXlgUAYNX","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal 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":"primal"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"DRWhdhihpoRYbr4M","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.GdN5YQE47gd79k7X"}},"img":"systems/pf2e/icons/spells/wilding-word.webp","name":"Wilding Word","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>With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> When the target attempts an attack roll or skill check that would harm you, it takes a -2 status penalty to its roll.</p>\n<p><strong>Failure</strong> As success, but the target also becomes @UUID[Compendium.pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened 1} each time it damages you.</p>\n<p><strong>Critical Failure</strong> As success, but the target also becomes @UUID[Compendium.pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened 2} each time it damages you.</p>"},"duration":{"value":"Sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"nnaISNwVXlgUAYNX"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"wilding-word","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 animal, fungus, or plant"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["cantrip","witch","hex"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"suor2Cgr84fufRtz","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.aEitTTb9PnOyidRf"}},"img":"systems/pf2e/icons/spells/needle-of-vengeance.webp","name":"Needle of Vengeance","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":[],"value":"mental"},"value":"2"}}},"description":{"value":"<p>A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes [[/r 2[mental]]] damage any time it uses a hostile action against the named creature.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> Increase the damage by [[/r 2[mental]]]{2 mental}.</p>"},"duration":{"value":"Sustained up to 1 minute"},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"2"},"interval":1,"type":"interval"},"level":{"value":1},"location":{"value":"nnaISNwVXlgUAYNX"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"basic","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"needle-of-vengeance","source":{"value":"Pathfinder Advanced Player's Guide"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 enemy"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["mental","witch","hex"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"guR6VZZ9lIyD5Oim","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":"nnaISNwVXlgUAYNX"},"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":"KLMuZMewV6wnjxhT","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.WcuknnE3xYfSdbhm"}},"img":"systems/pf2e/icons/equipment/staves/animal-staff.webp","name":"Animal 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 staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals.</p>\n<p><strong>Activate</strong> Cast a Spell</p>\n<hr />\n<p><strong>Effect</strong> You expend a number of charges from the staff to cast a spell from its list.</p>\n<ul>\n<li><strong>Cantrip</strong> <em>@UUID[Compendium.pf2e.spells-srd.tXa5vOu5giBNCjdR]</em></li>\n<li><strong>1st</strong> <em>@UUID[Compendium.pf2e.spells-srd.EE7Q5BHIrfWNCPtT]</em> <em>@UUID[Compendium.pf2e.spells-srd.4YnON9JHYqtLzccu]</em></li>\n</ul>\n<p><strong>Craft Requirements</strong> Supply one casting of all listed levels of all listed spells.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"club","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":4},"negateBulk":{"value":"0"},"potencyRune":{"value":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":90}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[{"key":"FlatModifier","label":"Animal Staff (identify animals)","predicate":["target:trait:animal",{"or":["action:recall-knowledge","action:identify"]}],"selector":"nature","type":"circumstance","value":2}],"size":"med","slug":"animal-staff","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["divination","magical","staff","two-hand-d8"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"iDbfuXv2WFdeEx57","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.62nnVQvGhoVLLl2K"}},"img":"systems/pf2e/icons/equipment/weapons/crossbow.webp","name":"Crossbow","sort":200000,"system":{"MAP":{"value":""},"baseItem":"crossbow","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d8"},"description":{"value":"<p>This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.</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":120,"reload":{"value":"1"},"rules":[],"size":"med","slug":"crossbow","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"UinTLzLswCGfqklh","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":300000,"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":"SChP0nDZgLzgDSm7","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.CVTbxCY85nLoHYuw"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/aeon-stone-dull-gray.webp","name":"Aeon Stone (Dull Grey)","sort":400000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone. It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame.</p>\n<p>Dull gray aeon stones have no resonant power.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":9}},"quantity":1,"rules":[],"size":"med","slug":"aeon-stone-dull-grey","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"uncommon","value":["invested","magical","transmutation"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"ZMOP0SAkvCwEX6EW","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.1r6StS0irdvi5JHY"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/ventriloquists-ring.webp","name":"Ventriloquist's Ring","sort":500000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">D</span> Interact</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> Twisting the ring around your finger allows you to magically throw your voice, with the effects of a <em>@UUID[Compendium.pf2e.spells-srd.yV7Ouzaoe7DHLESI]</em> spell (DC 19).</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":"deception","type":"item","value":1}],"size":"med","slug":"ventriloquists-ring","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["illusion","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"ySxwl1hmoiEMmu2u","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zC7LipQPHRYw2RXx"}},"img":"systems/pf2e/icons/equipment/consumables/potions/barkskin-potion.webp","name":"Barkskin Potion","sort":600000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":"1","value":"1"},"consumableType":{"value":"potion"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level <em>@UUID[Compendium.pf2e.spells-srd.YWrfKetOqDwVFut7]</em> spell for 10 minutes.</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":"barkskin-potion","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["abjuration","consumable","potion","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"iI8wZYDiV4diq7tU","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.AITVZmakiu3RgfKo"}},"img":"systems/pf2e/icons/equipment/weapons/bolts.webp","name":"Bolts","sort":700000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.</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":"bolts","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"bolts","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"5modjSlVT9AZHwgC","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.e0vSAQfxhHauiAoD"}},"img":"systems/pf2e/icons/equipment/consumables/potions/healing-potion.webp","name":"Healing Potion (Lesser)","sort":800000,"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. 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{"_id":"V31KjehELRbLRMeb","img":"systems/pf2e/icons/default-icons/character.svg","items":[{"_id":"vYWazh4u2bjCs5VL","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Oppara Lore","sort":900000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"Bb4W4Do2sMPIKdUw","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":"GndSzv3Ut7bTYjUw","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.moVRsnpjB5THCwxE"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Street Urchin","sort":0,"system":{"boosts":{"0":{"selected":"con","value":["con","dex"]},"1":{"selected":"str","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":"Pathfinder Core Rulebook"},"trainedLore":"<City> Lore","trainedSkills":{"value":["thi"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"me7tbzfE0d3tstTo","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Pickpocket","sort":0,"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":"GndSzv3Ut7bTYjUw","prerequisites":{"value":[{"value":"trained in Thievery"}]},"rules":[],"slug":"pickpocket","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tRMwMSVimVZjv5Ed","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":{"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":"Rojd0n6GSfdhQCXQ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"pf2e":{"itemGrants":{"attackOfOpportunity":{"id":"gNEU5rxMUGMTiWIl","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":"tRMwMSVimVZjv5Ed","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":"SKFO5oaGfVT4zOAK","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"4l1kO6EmTAYSpVLf","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":"tRMwMSVimVZjv5Ed","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":"dvLjVM3VAYUzK6VX","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":"tRMwMSVimVZjv5Ed","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":"tDQyg6x5rMVolRp2","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":"tRMwMSVimVZjv5Ed","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":"gNEU5rxMUGMTiWIl","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT"},"pf2e":{"grantedBy":{"id":"Rojd0n6GSfdhQCXQ","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":"4l1kO6EmTAYSpVLf","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"SKFO5oaGfVT4zOAK","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":"sWGKC8zBJiHEBXpt","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"suddenCharge":{"id":"rMFBOuuygWFayMy9","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":"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.qQt3CMrhLkUV1wCv"},{"flag":"suddenCharge","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":"rMFBOuuygWFayMy9","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.qQt3CMrhLkUV1wCv"},"pf2e":{"grantedBy":{"id":"sWGKC8zBJiHEBXpt","onDelete":"cascade"}}},"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":null,"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":"Hg8cxbezkRHet7jC","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-5","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":"6ZSMwUZwLhaS5H26","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.w8Ycgeq2zfyshtoS"}},"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":"class-1","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":"WATfzV290EMvnw3O","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.0YjetnLVIUz9zQt5"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Champion Dedication (Iomedae)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC.</p>\n<p>You are bound by your deity's anathema and must follow the champion's code and alignment requirements for your cause. You don't gain any other abilities from your choice of deity or cause.</p>\n<hr />\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the @UUID[Compendium.pf2e.journals.vx5FGEG34AxI2dow.JournalEntryPage.DXtjeVaWNB8zSjpA]{Champion} archetype.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[{"value":"Strength 14"},{"value":"Charisma 14"}]},"rules":[{"allowedDrops":{"predicate":["item:type:deity"]},"choices":{"itemType":"deity","pack":"pf2e.deities","query":"{}"},"flag":"championDedication","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Deity","selection":"Compendium.pf2e.deities.eErEiVmBqltYXFJ6"},{"key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.deity}"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.rel.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.heavy.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.light.rank","value":1},{"key":"ActiveEffectLike","mode":"add","path":"system.custom.modifiers.champion-dedication-count","value":1},{"adjustName":false,"choices":[{"label":"PF2E.AbilityStr","value":"str"},{"label":"PF2E.AbilityDex","value":"dex"}],"flag":"keyAbility","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.ClassDCAbilityScore","selection":"str"},{"key":"ActiveEffectLike","mode":"override","path":"system.proficiencies.classDCs.champion","priority":39,"value":{"ability":"{item|flags.pf2e.rulesSelections.keyAbility}","label":"PF2E.TraitChampion","rank":1}}],"slug":"champion-dedication","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["archetype","dedication","multiclass"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"imVWu0ldC8bG1H95","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jlLWz8e7PpLFt0Ed"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Healing Touch","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You gain the appropriate devotion spell for your cause ( lay on hands for the paladin, redeemer, and liberator). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"Champion Dedication"}]},"rules":[{"key":"ActiveEffectLike","mode":"add","path":"system.custom.modifiers.champion-dedication-count","value":1},{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","value":1}],"slug":"healing-touch","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["archetype"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"y7GhFI63jwI4xOG1","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Battle Medicine","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"skill","description":{"value":"<p><strong>Requirements</strong> You are holding or wearing healer's tools.</p>\n<hr />\n<p>You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], and restore a corresponding amount of Hit Points; this does not remove the @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.</p>\n<p><strong>Editors note</strong> Paizo has clarified the usage of worn tools:</p>\n<blockquote>Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit. This has been marked for future errata.</blockquote>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Medicine"}]},"rules":[],"slug":"battle-medicine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","healing","manipulate","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"hGxToiyyhjvVnDUR","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-4","prerequisites":{"value":[{"value":"trained in Religion"}]},"rules":[{"flag":"pilgrimsToken","key":"GrantItem","predicate":["self:level:1"],"uuid":"Compendium.pf2e.equipment-srd.gwP3Uums2ApH6o9K"},{"key":"ActiveEffectLike","mode":"override","path":"system.attributes.initiative.tiebreakPriority","predicate":[{"or":["has-pilgrims-token","has-religious-symbol"]}],"priority":51,"value":0}],"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":"hokXHf29AypWHKnf","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.6ON8DjFXSMITZleX"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"No Cause For Alarm","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":3},"category":"skill","description":{"value":"<p>You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a @Template[type:emanation|distance:10] around you who are @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]. Each of them is temporarily immune for 1 hour.</p>\n<hr />\n<p><strong>Critical Success</strong> Reduce the creature's frightened value by 2.</p>\n<p><strong>Success</strong> Reduce the creature's frightened value by 1.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[{"value":"trained in Diplomacy"}]},"rules":[],"slug":"no-cause-for-alarm","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"},{"_id":"aLtz1BmfAIjGfMf0","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":{"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"vzafa1IyZvW5ius8","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.zNN9212H2FGfM7VS"}},"img":"systems/pf2e/icons/spells/lay-on-hands.webp","name":"Lay on Hands","sort":0,"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":"aLtz1BmfAIjGfMf0"},"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":"Pathfinder Core Rulebook"},"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":"a9mQKJR6RkKaZgLT","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.z9T4c1hXwOotsMCp"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/holy-water.webp","name":"Holy Water","sort":100000,"system":{"MAP":{"value":""},"baseItem":null,"bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"good","dice":1,"die":"d6"},"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">A</span> Strike</p>\n<hr />\n<p>This vial contains water blessed by a good deity. You activate a vial of <em>holy water</em> by throwing it as a Strike. It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it.</p>\n<p><em>Holy water</em> deals 1d6 good damage and 1 good splash damage. It damages only fiends, undead, and creatures that have a weakness to good damage.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"group":null,"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":[{"key":"Note","selector":"{item|_id}-damage","text":"<p>Damages only fiends, undead, and creatures that have a weakness to good damage</p>\n<p>[[/r (1[splash])[good]]]{1 good splash damage}<p/>","title":"{item|name}"}],"size":"med","slug":"holy-water","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":1},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["consumable","divine","good","necromancy","splash","thrown"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"YA3No07b4mBGhvVu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.LJdbVTOZog39EEbi"}},"img":"systems/pf2e/icons/equipment/weapons/longsword.webp","name":"Longsword","sort":200000,"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":"d51vQ8Bd4gKKJPkf","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.rQWaJhI5Bko5x14Z"}},"img":"systems/pf2e/icons/equipment/weapons/dagger.webp","name":"Dagger","sort":300000,"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. 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Tagar","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":73},"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","con","cha","wis"],"5":["str","cha","con","wis"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"LG"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"<p>Jadren has lived a life in two acts. The first act began during his younger years, growing up on the streets in the Narrows district of Oppara. He led a gang of children that soon turned into a guild of pickpockets and minor thieves. Years later, a sweep by law enforcement rounded up half of his gang and Jadren remained sure his guildmates would finger him as the ringleader. He fled the city that evening, leaving behind the only place he had ever called home. For months he wandered from port to port, drinking and carousing until he woke one morning after having signed on with the pirate crew of the Brass Bird.</p>\n<p>At first, he had demonstrated no skill at sailing, but as the years passed, he learned just about every role aboard a ship, from cook to bosun. Jadren often found himself the life of every party, telling outlandish and ridiculous stories from his youth. As a result, Captain Renlock took a liking to him. Several good years passed and the captain promoted Jadren to first mate. Just after the promotion, everything went wrong.</p>\n<p>After chasing down a Varisian merchant vessel, the crew boarded the ship to search for loot. Taking what cargo they could find, the captain agreed to let the crew and ship go, but a Varisian witch onboard took umbrage to the theft and cursed the Brass Bird and her crew. Not two days later, the ship was beset by storms and bad wind. A week after that, the Andoran navy finally tracked the Bird down. For days, Jadren's crew sailed south, trying to get back to the Shackles. However, the Andoran navy did not relent in their pursuit. Captain Renlock desperately tried to return the Brass Bird to his secret port on a small island just to the north of the pirate nation, but the winds were against him.</p>\n<p>After a pitched battle in which Jadren was severely injured, Captain Renlock surrendered. And just like that, the first act of Jadren's life ended. Waking up in temple to Iomedae in Andoran was the first thing he remembered after the battle. The priest here tended to Jadren's wounds and helped set his bones. It was a long recovery, one that the priests wanted him to make on his own-without the aid of magic-so that he could see the full cost of the life he had chosen. After weeks of healing, the priests gave him a choice. He could go to prison for several months to serve his sentence, or he could stay on with them and help tend to the temple and serve the poor as penance.</p>\n<p>Since that sounded better than a prison cell, Jadren agreed. Over the next few months, Jadren learned a lot about himself and carefully considered his past. He had lived a life of greed, thinking only of himself and his own pleasure. Through helping others, the priests showed him the value of a life of service and humility. They also taught him discipline and trained him in martial skills. These priests' teachings also persuaded Jadren that giving one's life over to the greater good could provide a stronger sense of purpose.</p>\n<p>When the time came for him to leave, Jadren asked to stay and began training to become a champion of the faith. Now, several years later, Jadren has molded himself into a changed man. He is a staunch warrior dedicated to Iomedae, willing to lay down his life in service to others. He is especially keen to help those who have chosen a life of crime to see the error in their ways as he has. Unfortunately, he has learned it is too late for his previous friend and mentor, Captain Renlock. The captain's famous clockwork parrot, Cawlo, arrived at the temple just yesterday to tell Jadren of his passing. And Cawlo arrived bearing a cryptic request...</p>\n<p><strong>Goals</strong> Jadren seeks to atone for the harm he caused during his previous life. He would like nothing better than to change his past, despite that fact that this is likely impossible. Though he knows he might never redeem himself, he focuses on taking action that he believes can make the world better.</p>\n<p><strong>Personality:</strong> Jadren is warm and friendly, almost to a fault. While his demeanor was once accompanied by ribald humor and rousing toasts, it is now usually part of a sermon or parable about Iomedae. Those who know him now can't fathom the life he led before. Likewise, those from a past life would be shocked to see him today.</p>\n<p><strong>Relationships</strong> Those of the faith deeply appreciate Jadren and his dedication to Iomedae's teachings. To outsiders, he can come off as preachy and self-righteous.</p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"<p><em>Elsir Syniras</em>: Jadren remembers little about Elsir, and continues to struggle to recall the sorcerer's name. To Jadren, Elsir always had a sour demeanor and kept to himself. Jadren thinks Elsir might have used magic in the past but isn't sure. In any case, Jadren is embarrassed that he doesn't remember more about those who served with him on the Brass Bird, and regrets having paid so little attention to others.</p>\n<p><em>Kaako Ashfeather: </em>Kaako and Jadren had a strained relationship. In his youth, Jadren used to invent nicknames for the tengu rogue, but he now looks back on them with embarrassment. She was skilled at her job and often kept the crew safe from curses. He realizes now that she didn't deserve to be teased.</p>\n<p><em>Lavanna Saltspray:</em> Jadren regards the halfling cleric of Gozreh highly. Even though his faith has taken a different course than hers, he can't help but reflect on their time together warmly. After all, she showed him the value of faith and conviction. Lavanna continually provided encouragement and laughter whenever he was down. For a time, Jadren even believed there might be something more to their relationship.</p>","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":"Iomedae"},"ethnicity":{"value":"Taldan"},"gender":{"value":"M/He/Him"},"height":{"value":""},"heritage":{"value":"Skilled"},"keyability":{"value":"str"},"level":{"min":1,"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":{"fortitude":{"rank":2,"value":0},"reflex":{"rank":2,"value":0},"will":{"rank":2,"value":0}},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":2},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":2},"itm":{"rank":1},"med":{"rank":1},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":1},"soc":{"rank":2},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["common","halfling"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.V31KjehELRbLRMeb"}}}
{"_id":"WHGcdLAqIs58FJPH","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/fleshwarp.svg","items":[{"_id":"qBIJjqPm2qOfM33A","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Fortune-Telling 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":"aCRUjjqgTXZnWCP8","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.FXlXmNBFiiz9oasi"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/fleshwarp.svg","name":"Fleshwarp","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["aklo","draconic","dwarven","elven","goblin","undercommon"]},"alternateAncestryBoosts":["cha","int"],"boosts":{"0":{"value":["con"]},"1":{"value":[]},"2":{"selected":"cha","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, or unnatural energies. Their unorthodox appearance can make it difficult for them to find a place for themselves in the world.</em></p>\n<hr />\n<p>Magic and science that can warp bone and twist sinew are all too common on Golarion. Fleshwarps are those who have been permanently altered by such methods—sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators.</p>\n<p>The ancestry name \"fleshwarp\" is an umbrella term, since on Golarion the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, technology, or fringe science. Whether practiced by Thassilonian wizards, Nexian fleshcrafters, or the drow of the Darklands, fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by traditional fleshwarping should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry.</p>\n<p>Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character!</p>\n<p>If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Embrace your unusual appearance to inspire respect or fear.</li>\n<li>Be used to relying on yourself.</li>\n<li>Distrust large groups of people, particularly mobs, based on past experiences.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Find your physiology fascinating or terrifying.</li>\n<li>Assume you are an expert on strange creatures or occult phenomena.</li>\n<li>Consider you an enigmatic and unpredictable—and perhaps even dangerous—outsider.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different.</p>\n<h2>Society</h2>\n<p>Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them.</p>\n<p>Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones.</p>\n<h2>Alignment and Religion</h2>\n<p>Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. As a consequence, few fleshwarps are lawful. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. Most are neutral in alignment, for while alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with faith at all (viewing themselves as scorned by the gods or simply seeing faith as impractical for survival) or are exceptionally devout. Religious fleshwarps often revere Arazni, Calistria, Desna, or Gozreh; evil fleshwarps typically turn to Lamashtu, finding consolation in the Mother of Monsters.</p>\n<h2>Names</h2>\n<p>Fleshwarps can come from-and thus have names from-any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as \"Triple Handed,\" \"Barkfoot,\" or \"Many-Mouth.\"</p>\n<p>Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Borble, Dag, Feff, Hurn, Kemp, Omber, Ostro, Shurni, Surm, Wumpin</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Fleshwarp Mechanics</h2>\n<p><strong>Hit Points</strong> 10</p>\n<p><strong>Size</strong> Medium or Small</p>\n<p><strong>Speed</strong> 25 feet</p>\n<p><strong>Ability Boosts</strong> Constitution, Free</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Undercommon, 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>Unusual Anatomy</strong> Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.</p>"},"flaws":{"0":{"value":[]}},"hp":10,"items":{"31xm9":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":1,"name":"Unusual Anatomy","uuid":"Compendium.pf2e.ancestryfeatures.mEDTJi7d1bTEiwUD"}},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[{"adjustName":false,"choices":[{"label":"PF2E.ActorSizeSmall","value":"sm"},{"label":"PF2E.ActorSizeMedium","value":"med"}],"flag":"fleshwarpSize","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.CreatureSize","selection":"med"},{"key":"ActiveEffectLike","mode":"override","path":"system.traits.size.value","value":"{item|flags.pf2e.rulesSelections.fleshwarpSize}"}],"size":"med","slug":"fleshwarp","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"speed":25,"traits":{"rarity":"rare","value":["aberration","humanoid"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"gRGcGuVniZ4t8wav","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.mEDTJi7d1bTEiwUD"}},"img":"systems/pf2e/icons/features/ancestry/unusual-anatomy.webp","name":"Unusual Anatomy","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.</p>"},"level":{"value":0},"location":"aCRUjjqgTXZnWCP8","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":[{"or":["disease","poison"]}],"selector":"fortitude","type":"circumstance","value":1}],"slug":"unusual-anatomy","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":["fleshwarp"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"B4ckM1YOWv4zfxI7","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.uxtcKTkD62SmrUoh"}},"img":"systems/pf2e/icons/default-icons/heritage.svg","name":"Shapewrought Fleshwarp","sort":0,"system":{"ancestry":{"name":"Fleshwarp","slug":"fleshwarp","uuid":"Compendium.pf2e.ancestries.FXlXmNBFiiz9oasi"},"description":{"value":"<p>A victim of fleshwarping, you likely bear loose flesh, bony spurs, or features of inhuman creatures sprouting from your skin. You have nevertheless turned the psychic toll of your transformation into a strength. You gain resistance to mental damage equal to half your level (minimum 1).</p>"},"rules":[{"key":"Resistance","type":"mental","value":"max(1,floor(@actor.level/2))"}],"slug":"shapewrought-fleshwarp","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"M3MC2gVrl6nQG6wL","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.3frMfODIYFeqTl2k"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Fortune Teller","sort":0,"system":{"boosts":{"0":{"selected":"cha","value":["cha","int"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>The strands of fate are clear to you, as you have learned many traditional forms by which laypeople can divine the future. You might have used these skills to guide your community, or simply to make money. But even the slightest peek into these practices connects you to the occult mysteries of the universe.</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 Fortune-Telling Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.hDGosy2ZTwnyctEP] skill feat.</p>"},"items":{"l6z49":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Oddity Identification","uuid":"Compendium.pf2e.feats-srd.hDGosy2ZTwnyctEP"}},"rules":[],"slug":"fortune-teller","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Fortune-Telling Lore","trainedSkills":{"value":["occ"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"qbt6769AK0UxNDRt","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hDGosy2ZTwnyctEP"}},"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":"M3MC2gVrl6nQG6wL","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":"FPl1h5No8zf3jeEh","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":"3zI8KX2RL6K0atgW","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.2goYo6VNbwC6aKF1"},"pf2e":{"itemGrants":{"bloodlineAberrant":{"id":"zzuuALUyR9hlrC4Q","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":"FPl1h5No8zf3jeEh","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.3qqvnC2U8W26yae7"},{"flag":"bloodlineAberrant","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":"hG9bm5dp0NvF7UBk","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":"FPl1h5No8zf3jeEh","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":"QrHSWnlFEMqucht3","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":"FPl1h5No8zf3jeEh","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":"jHvUpzoT45h163rM","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":"FPl1h5No8zf3jeEh","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":"wtbakDa2XyPJGVjG","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":"FPl1h5No8zf3jeEh","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":"zzuuALUyR9hlrC4Q","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.3qqvnC2U8W26yae7"},"pf2e":{"grantedBy":{"id":"3zI8KX2RL6K0atgW","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/aberrant.webp","name":"Bloodline: Aberrant","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence presses against your mind.</p>\n<p><strong>Spell List</strong> occult</p>\n<p><strong>Bloodline Skills</strong> Intimidation, Occultism</p>\n<p><strong>Granted Spells</strong> cantrip <em>@UUID[Compendium.pf2e.spells-srd.4gBIw4IDrSfFHik4]</em>, 1st: <em>@UUID[Compendium.pf2e.spells-srd.DYdvMZ8G2LiSLVWw]</em>, 2nd: <em>@UUID[Compendium.pf2e.spells-srd.CQb8HtQ1BPeZmu9h]</em>, 3rd: <em>@UUID[Compendium.pf2e.spells-srd.N1Z1oLPdBxaSgrEE]</em>, 4th: <em>@UUID[Compendium.pf2e.spells-srd.LiGbewa9pO0yjbsY]</em>, 5th: <em>@UUID[Compendium.pf2e.spells-srd.2w4OpAGihn1JSHFD]</em>, 6th: <em>@UUID[Compendium.pf2e.spells-srd.5BbU1V6wGSGbrmRD]</em>, 7th: <em>@UUID[Compendium.pf2e.spells-srd.8kJbiBEjMWG4VUjs]</em>, 8th: <em>@UUID[Compendium.pf2e.spells-srd.Jvyy6oVIQsD34MHB]</em>, 9th: <em>@UUID[Compendium.pf2e.spells-srd.Ht35SDf9PDStJfoC]</em></p>\n<p><strong>Bloodline Spells</strong> initial: <em>@UUID[Compendium.pf2e.spells-srd.i8PBZsnoCrK7IWph]</em>, advanced: <em>@UUID[Compendium.pf2e.spells-srd.qhJfRnkCRrMI4G1O]</em>, greater: <em>@UUID[Compendium.pf2e.spells-srd.ddKBoCjmSyPSHcws]</em></p>\n<p><strong>Blood Magic</strong> Aberrant whispers shield one target's mind or your own, granting a +2 status bonus to Will saving throws for 1 round.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.UQ7vZgmfK0VSFS8A]</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.itm.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.occ.rank","value":1},{"key":"ActiveEffectLike","mode":"override","path":"system.proficiencies.aliases.sorcerer","priority":39,"value":"occult"}],"slug":"bloodline-aberrant","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"wBaIJz7426IaWWF8","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.zi84Xt4dTsLeJ3uD"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Living Weapon (Jaws)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You've learned to use part of your form as a weapon. When you select this feat, you gain a claws unarmed attack that deals [[/r 1d4[slashing]]] damage and has the agile and finesse traits; a horn, jaws, or tusk unarmed attack that deals [[/r 1d6[piercing]]] damage and has the versatile S trait; or a tail unarmed attack that deals [[/r 1d6[bludgeoning]]] damage and has the backswing trait. Each of these unarmed attacks is in the brawling weapon group.</p>\n<p>Your features are mutable; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain.</p>\n<hr />\n<p><strong>Special</strong> You can take this feat multiple times. Each time you do, select a new attack from the options above.</p>"},"level":{"value":1},"location":"ancestry-1","maxTakable":null,"prerequisites":{"value":[]},"rules":[{"choices":[{"label":"PF2E.BattleForm.Attack.Claw","value":"claw"},{"label":"PF2E.BattleForm.Attack.Horn","value":"horn"},{"label":"PF2E.BattleForm.Attack.Jaws","value":"jaws"},{"label":"PF2E.BattleForm.Attack.Tusk","value":"tusk"},{"label":"PF2E.BattleForm.Attack.Tail","value":"tail"}],"flag":"livingWeapon","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Fleshwarp.LivingWeapon.Prompt","rollOption":"living-weapon","selection":"jaws"},{"category":"unarmed","damage":{"base":{"damageType":"slashing","dice":1,"die":"d4"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/claw.webp","key":"Strike","label":"PF2E.BattleForm.Attack.Claw","predicate":["living-weapon:claw"],"traits":["agile","finesse","unarmed"]},{"category":"unarmed","damage":{"base":{"damageType":"piercing","dice":1,"die":"d6"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/horn.webp","key":"Strike","label":"PF2E.BattleForm.Attack.Horn","predicate":["living-weapon:horn"],"traits":["versatile-s","unarmed"]},{"category":"unarmed","damage":{"base":{"damageType":"piercing","dice":1,"die":"d6"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/jaws.webp","key":"Strike","label":"PF2E.BattleForm.Attack.Jaws","predicate":["living-weapon:jaws"],"traits":["versatile-s","unarmed"]},{"category":"unarmed","damage":{"base":{"damageType":"piercing","dice":1,"die":"d6"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/antler.webp","key":"Strike","label":"PF2E.BattleForm.Attack.Tusk","predicate":["living-weapon:tusk"],"traits":["versatile-s","unarmed"]},{"category":"unarmed","damage":{"base":{"damageType":"bludgeoning","dice":1,"die":"d6"}},"group":"brawling","img":"systems/pf2e/icons/unarmed-attacks/tail.webp","key":"Strike","label":"PF2E.BattleForm.Attack.Tail","predicate":["living-weapon:tail"],"traits":["backswing","unarmed"]}],"slug":"living-weapon","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":["fleshwarp"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"pgMOxgwBBTF1jcjW","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.emRfSVvU8ZAH9UdK"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Dangerous Sorcery","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","phase":"afterDerived","predicate":["item:spell-slot","item:duration:0","damaging-effect"],"selector":"spell-damage","type":"status","value":"@spell.level"}],"slug":"dangerous-sorcery","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"4Zjb5rqC06cnz53r","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-4","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":"tyHDZU4c9CxoJ5O9","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.P9HCz0uR6xPHuw72"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Multilingual","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.</p>\n<p><strong>Special</strong> You can select this feat multiple times. Each time, you learn additional languages.</p>"},"level":{"value":1},"location":"skill-2","maxTakable":null,"prerequisites":{"value":[{"value":"trained in Society"}]},"rules":[],"slug":"multilingual","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7KGIBq4puMhwF5H9","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.IlOQuCQIhjJpig3S"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Identification","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Arcana, Nature, Occultism, or Religion"}]},"rules":[],"slug":"quick-identification","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"JyZT13azfVIatWWc","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":"Ao8jXOWpxkXDZOEP","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":null},"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":"nTaGYxrTSeSVG3WV","img":"systems/pf2e/icons/equipment/adventuring-gear/clothes-high-fashion.webp","name":"Robes","sort":0,"system":{"armor":{"value":0},"baseItem":"explorers-clothing","category":"unarmored","check":{"value":0},"containerId":null,"description":{"value":""},"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":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":1}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"resiliencyRune":{"value":null},"rules":[],"size":"med","slug":null,"source":{"value":""},"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":"6aVtVJ8OYZVZxjHz","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fvpLYx1Lo42cdleQ"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/hat-of-disguise.webp","name":"Hat of Disguise","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This ordinary-looking hat allows you to cloak yourself in illusions.</p>\n<p><strong>Activate</strong> 1 minute (Interact)</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> The hat casts a 1st-level <em>@UUID[Compendium.pf2e.spells-srd.i35dpZFI7jZcRoBo]</em> spell on you. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"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":"hat-of-disguise","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["illusion","invested","magical"]},"usage":{"value":"wornheadwear"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"thYixHebhatBJ8SV","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":"NKRCq9aOGJ4XHTKp","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.C1j0Zs26TPVjplbs"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/harrow-deck-simple.webp","name":"Harrow Deck (Simple)","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>Used by gamblers and seers alike, this deck of cards comes in several varieties.</p>\n<hr />\n<p>Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games.</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":"harrow-deck-simple","source":{"value":"Pathfinder #160: Assault on Hunting Lodge Seven"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"c9ZOFLegUCsrmcKD","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.RjuupS9xyXDLgyIr"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Mage Armor (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.aAbfKn8maGjJjk2W]</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","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":4}},"quantity":2,"rules":[],"size":"med","slug":"scroll-of-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":["consumable","magical","scroll","arcane","occult"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"pvh7obBapggKr2Rv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.RjuupS9xyXDLgyIr"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Soothe (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.szIyEsvihc5e1w8n]</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","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":4}},"quantity":2,"rules":[],"size":"med","slug":"scroll-of-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. 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":""},"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"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","occult"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"cUoFXBPrlpQl2t1z","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":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":"j2GHTKT91P6ptOCW","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":{"value":"spontaneous"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"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":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":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"QWNQKz85ulqLA9r5","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":"j2GHTKT91P6ptOCW"},"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":"XTcEVabIRBQMJL9D","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":"j2GHTKT91P6ptOCW"},"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":"f4Wy3vQhqspCRYvY","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":"j2GHTKT91P6ptOCW"},"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":"tjI7yuWuEIaQrUxS","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":"j2GHTKT91P6ptOCW"},"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":"SmKdeEpujIqFjxAF","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":"j2GHTKT91P6ptOCW"},"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":"NTt1yweNFiIDlg8C","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},"heightening":{"levels":{"3":{"target":{"value":"5 creatures"}}},"type":"fixed"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"j2GHTKT91P6ptOCW"},"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":"dkzSmYX8hh2kvb4B","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,"signature":true,"value":"j2GHTKT91P6ptOCW"},"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":"bcJegB7KhH9vZmv6","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":"j2GHTKT91P6ptOCW"},"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":"QfdmwFC9tDsuW64Z","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.8xRzLhwGL7Dgy3EZ"}},"img":"systems/pf2e/icons/spells/sanctuary.webp","name":"Sanctuary","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 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":{"heightenedLevel":1,"value":"j2GHTKT91P6ptOCW"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"abjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"sanctuary","source":{"value":"Pathfinder Core Rulebook"},"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":"MdXdBdrOKHRE5Trn","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.DYdvMZ8G2LiSLVWw"}},"img":"systems/pf2e/icons/spells/spider-sting.webp","name":"Spider Sting","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":"poison"},"value":"1d4"}}},"description":{"value":"<p>You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. 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 1d4 poison damage.</p>\n<p><strong>Failure</strong> The target is afflicted with spider venom at stage 1.</p>\n<p><strong>Critical Failure</strong> The target is afflicted with spider venom at stage 2.</p>\n<hr />\n<p><strong>Spider Venom</strong> (poison)</p>\n<p><strong>Level 1;</strong></p>\n<p><strong>Maximum Duration</strong> 4 rounds.</p>\n<p><strong>Stage 1</strong> [[/r 1d4[poison]]] damage and @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} (1 round)</p>\n<p><strong>Stage 2</strong> [[/r 1d4[poison]]] damage and @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 2} (1 round).</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"j2GHTKT91P6ptOCW"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"spider-sting","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["poison"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"qxZcLrfBSQ8uv0GM","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.41TZEjhO6D1nWw2X"}},"img":"systems/pf2e/icons/spells/augury.webp","name":"Augury","sort":0,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveals the GM's best guess among the following outcomes:</p>\n<ul>\n<li><strong>Weal</strong> The results will be good.</li>\n<li><strong>Woe</strong> The results will be bad.</li>\n<li><strong>Weal</strong> and Woe The results will be a mix of good and bad.</li>\n<li><strong>Nothing</strong> There won't be particularly good or bad results.</li>\n</ul>\n<p>The GM rolls a secret @Check[type:flat|dc:6|traits:secret]. On a failure, the result is always \"nothing.\" This makes it impossible to tell whether a \"nothing\" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":"j2GHTKT91P6ptOCW"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"augury","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"10 minutes"},"traditions":{"value":["divine","occult"]},"traits":{"rarity":"common","value":["prediction"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"m5LVyrHieWSTnS3m","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":"j2GHTKT91P6ptOCW"},"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":"Xg3htzBkRGBrs7ob","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":"j2GHTKT91P6ptOCW"},"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":"pE6lcUpJzjbspURp","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,"value":"j2GHTKT91P6ptOCW"},"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":"6irpCaFDLylsnPaJ","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.CQb8HtQ1BPeZmu9h"}},"img":"systems/pf2e/icons/spells/touch-of-idiocy.webp","name":"Touch of Idiocy","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 dull the target's mind; 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 target is @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]{Stupefied 2}.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]{Stupefied 4}.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"heightenedLevel":2,"value":"j2GHTKT91P6ptOCW"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"touch-of-idiocy","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":["mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"mLrQ0cY90HqD72sW","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Occult Focus Spells","sort":0,"system":{"ability":{"value":"cha"},"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":"occult"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"b7dajEiHsyE6bbdi","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.i8PBZsnoCrK7IWph"}},"img":"systems/pf2e/icons/spells/tentacular-limbs.webp","name":"Tentacular Limbs","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>Your arms turn into long, pliable tentacles, increasing your reach when you're delivering touch range spells and making unarmed Strikes with your arms (such as fist and claw Strikes) to 10 feet. This doesn't change the reach of your melee weapon attacks. During the duration, whenever you Cast a Spell, you can add an additional action to that spell's casting to temporarily extend your reach to 20 feet to deliver that spell.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> When you add an additional action to a spell to temporarily extend your reach, your reach increases by an additional 10 feet to deliver that spell.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"mLrQ0cY90HqD72sW"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"tentacular-limbs","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["morph","sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"}],"name":"Jaithe","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":42},"initiative":{"statistic":"perception"},"resistances":[{"type":"mental","value":2}],"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["cha","dex","int","con"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"N"},"alliance":"party","biography":{"allies":"","appearance":"<p>In ancient times, the runelords of Thassilon used fleshwarping magic to create horrific soldiers, primarily those known today as sinspawn. Yet when Runelord Sorshen abandoned her domain below modern-day Korvosa and turned her back on her sinister past, fragments of flfleshwarp magic remained behind. Jaithe remembers her time in those hidden tunnels as dreams but knew even then she was different than the other sinspawn. Too human in form to fit in with the more monstrous fleshwarps, yet too alien in appearance to pass for human, she played the role of a mysterious woman who traveled the Korvosan hinterlands-at least until she met her new friends. Now, home is wherever her adventures take her.</p>\n<p>At a distance, Jaithe looks like a Varisian woman until she speaks, at which point her lower jaw bifurcates like the mouth of a sinspawn. Her eyes are solid black, the fingers on her hands can bend both ways, and she has short frills of tendrils that writhe on the insides of her joints. When in mixed company, Jaithe can somewhat hide all of these physical features using careful draping of her billowing robes.</p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":4},"nationality":{"value":"Thassalonian"},"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":{"fortitude":{"rank":1,"value":0},"reflex":{"rank":1,"value":0},"will":{"rank":2,"value":0}},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":1},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":2},"prf":{"rank":1},"rel":{"rank":0},"soc":{"rank":1},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["aklo","common","infernal","thassilonian","varisian"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.WHGcdLAqIs58FJPH"}}}
{"_id":"WNX5OQKPh4uaV7mW","img":"systems/pf2e/icons/iconics/EzrenFull.webp","items":[{"_id":"xUskUL0PaH3N58W5","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Academia Lore","sort":900000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"V6jJbLhm1WwDJMC6","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":"jUF00xefYgHlhi3N","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":"W9T7mNMNFa4i0anI","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.v0WPfxN6G8XFfFZT"},"pf2e":{"itemGrants":{"assurance":{"id":"MuIF2W3eJs6obDpA","onDelete":"detach"}}}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Scholar (Arcana)","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["int","wis"]},"1":{"selected":"con","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.</p>\n<p>Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.</p>\n<p>You're trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0] skill feat in your chosen skill.</p>"},"items":{},"rules":[{"choices":[{"label":"PF2E.SkillArc","value":"arcana"},{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"},{"label":"PF2E.SkillRel","value":"religion"}],"flag":"scholar","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"arcana"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.{item|flags.pf2e.rulesSelections.scholar}.rank","value":1},{"flag":"assurance","key":"GrantItem","preselectChoices":{"assurance":"{item|flags.pf2e.rulesSelections.scholar}"},"uuid":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}],"slug":"scholar","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Academia Lore","trainedSkills":{"value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"MuIF2W3eJs6obDpA","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"},"pf2e":{"grantedBy":{"id":"W9T7mNMNFa4i0anI","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Arcana)","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":null,"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":"arcana"},{"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":"Wm8jFOipGUaaL3bR","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":"lH3FASNqn5k3quGe","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.7nbKDBGvwSx9T27G"},"pf2e":{"itemGrants":{"evocation":{"id":"cld9a3eoQh3OwDhL","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":"Wm8jFOipGUaaL3bR","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.ibhml5y20g5M3Vgd"},{"flag":"evocation","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":"sHoLM2QpHTRRKYjT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.M89l9FOnjHe63wD7"},"pf2e":{"itemGrants":{"spellSubstitution":{"id":"kq5sUZaYsbjJTDh8","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":"Wm8jFOipGUaaL3bR","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.QzWXMCSGNfvvpYgF"},{"flag":"spellSubstitution","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":"VvqG86HCIx4a6x1l","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.au0lwQ1nAcNQwcGh"},"pf2e":{"itemGrants":{"drainBondedItem":{"id":"3PcdBztXxHcqRNor","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":"Wm8jFOipGUaaL3bR","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":"IMkQuZKDTSZ8UPgU","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.S6WW4Yyg4XonXGHD"},"pf2e":{"itemGrants":{"castASpell":{"id":"geJy4RIUeMXLVj04","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":"Wm8jFOipGUaaL3bR","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":"cld9a3eoQh3OwDhL","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ibhml5y20g5M3Vgd"},"pf2e":{"grantedBy":{"id":"lH3FASNqn5k3quGe","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/evocation.webp","name":"Evocation","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>As an evoker, you revel in the raw power of magic, using it to create and destroy with ease. You can call forth elements, forces, and energy to devastate your foes or to assist you in other ways. You understand that the most direct approach is the most elegant. You add one 1st-level evocation spell (such as <em>@UUID[Compendium.pf2e.spells-srd.r3NeUnsgt9mS03Sn]</em>) to your spellbook. You learn the <em>@UUID[Compendium.pf2e.spells-srd.Hu38hoAUSYeFpkVa]</em> school spell.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"evocation","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"kq5sUZaYsbjJTDh8","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.QzWXMCSGNfvvpYgF"},"pf2e":{"grantedBy":{"id":"sHoLM2QpHTRRKYjT","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/spell-substitution.webp","name":"Spell Substitution","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You don't accept the fact that once spells are prepared, they can't be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared. You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"spell-substitution","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"3PcdBztXxHcqRNor","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.v82XtjAVN4ffgVVR"},"pf2e":{"grantedBy":{"id":"VvqG86HCIx4a6x1l","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":"geJy4RIUeMXLVj04","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz"},"pf2e":{"grantedBy":{"id":"IMkQuZKDTSZ8UPgU","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":"cEZokpslwleeCIdG","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"School 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":"PUv9LV7m3sXOdT5C","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Hu38hoAUSYeFpkVa"}},"img":"systems/pf2e/icons/spells/force-bolt.webp","name":"Force Bolt","sort":0,"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":"force"},"value":"1d4+1"}}},"description":{"value":"<p>You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> The damage increases by 1d4+1.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"damage":{"0":"1d4+1"},"interval":2,"type":"interval"},"level":{"value":1},"location":{"value":"cEZokpslwleeCIdG"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"force-bolt","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["force","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"8LXLVLGFCFEcSkgd","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":"UUwYHB1MjvhuUl7X"},"1":{"id":"pCxDj6Zs4qCq6ra5"},"2":{"id":"osCToe4dqpjUVHHI"},"3":{"id":"6WYkS8qjrQThAi7P"},"4":{"id":"tjbI9lOOKnwWDhJa"}},"value":0},"slot1":{"max":2,"prepared":{"0":{"id":"KBf8I61PnUre4lK6"},"1":{"id":"lTb68JCUKdfGUZRr"}},"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":"UUwYHB1MjvhuUl7X","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":"8LXLVLGFCFEcSkgd"},"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":"pCxDj6Zs4qCq6ra5","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":"8LXLVLGFCFEcSkgd"},"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":"osCToe4dqpjUVHHI","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":"8LXLVLGFCFEcSkgd"},"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":"6WYkS8qjrQThAi7P","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":"8LXLVLGFCFEcSkgd"},"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":"tjbI9lOOKnwWDhJa","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":"8LXLVLGFCFEcSkgd"},"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":"KBf8I61PnUre4lK6","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":"8LXLVLGFCFEcSkgd"},"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":"lTb68JCUKdfGUZRr","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":"8LXLVLGFCFEcSkgd"},"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":"qo2wNBZ1PI7oUxQA","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. 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The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.</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":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":3}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":120,"reload":{"value":"1"},"rules":[],"size":"med","slug":"crossbow","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"asCLmESAeQhbHImm","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.wob6DB1FFdWs0mbp"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/compass.webp","name":"Compass","sort":400000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a -2 item penalty to these checks (similar to using a shoddy item).</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":1}},"quantity":1,"rules":[{"domain":"skill-check","key":"RollOption","option":"compass-in-possession","requiresEquipped":false}],"size":"med","slug":"compass","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":"bBrij2nFPKHUuaL1","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VHxXMvBeBTq2FSdf"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/material-component-pouch.webp","name":"Material Component Pouch","sort":500000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This pouch contains material components for those spells that require them. 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{"_id":"WQlDa6tHkKTziD0m","img":"systems/pf2e/icons/default-icons/character.svg","items":[{"_id":"UAsuwLqAZJYJgDBS","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Underworld Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":2},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"m3Ef7xm5sZKvIQCL","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Assassin 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":"DiypqRu95HCBUXIF","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":"wFGrArs6Br6W93tY","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"fleet":{"id":"WX3mc3XF7odtjdeN","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.Ux73dmoF8KnavyUD"},{"flag":"fleet","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":"WX3mc3XF7odtjdeN","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Ux73dmoF8KnavyUD"},"pf2e":{"grantedBy":{"id":"wFGrArs6Br6W93tY","onDelete":"cascade"}}},"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":null,"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":"oIvfaKypctEBE4MS","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.dVRDDjT4FOu6uLDR"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Detective","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["int","wis"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.</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 Society skill and the Underworld Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.X2jGFfLU5qI5XVot] skill feat.</p>"},"items":{"hcet5":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Streetwise","uuid":"Compendium.pf2e.feats-srd.X2jGFfLU5qI5XVot"}},"rules":[],"slug":"detective","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Underworld Lore","trainedSkills":{"value":["soc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"EHsdw6sVPGL5Zyll","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":"oIvfaKypctEBE4MS","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":"EHQ3RYSVSeBmSjcd","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":"JyPoK8PGP2T99r8f","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pf2e":{"itemGrants":{"thief":{"id":"hWBurKGCIBGLz4z1","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":"EHQ3RYSVSeBmSjcd","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":"qyw5jxadbhlfVQbd","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":"EHQ3RYSVSeBmSjcd","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":"cp8aJA8wkNN9fPaV","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":"EHQ3RYSVSeBmSjcd","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":"YTF9B8l70g6kxBDk","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":"EHQ3RYSVSeBmSjcd","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":"NMru6tl50QxUJfye","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":"EHQ3RYSVSeBmSjcd","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":"hWBurKGCIBGLz4z1","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"},"pf2e":{"grantedBy":{"id":"JyPoK8PGP2T99r8f","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":"ioZlqD7PsopEJi1x","flags":{"core":{"sourceId":"Compendium.pf2e.deities.51kMMWaT6CqpGlGk"}},"img":"systems/pf2e/icons/default-icons/deity.svg","name":"Achaekek","sort":0,"system":{"ability":["str","dex"],"alignment":{"follower":["LN","LE","NE"],"own":"LE"},"category":"deity","description":{"value":"<p>While Achaekek's divine genesis is heavily debated among scholars, it is believed that he was created-either by the power of a singular deity or a group of them-to eradicate those who would steal a god's divinity, and he has since become the enforcer of divine punishment. Known as He Who Walks in Blood, he slumbers in the blood of heretics and worshippers alike in an immense cleft carved into the base of the Boneyard's spire, a realm known as the Blood Vale. He keeps no formal relationships with any other deities, even his sister, Grandmother Spider, who repeatedly coaxes Achaekek to rebel against the gods and abandon his duties. In response, even though some gods disapprove of Achaekek's methods, few openly defy him.</p>\n<p><strong>Edicts</strong> conduct assassinations, spread the Red Mantis's infamy, wield sawtooth sabers in combat</p>\n<p><strong>Anathema</strong> kill a rightful ruler, become fixated on petty matters such as others' gender or ancestry, abandon an assassination contract you agreed to pursue</p>\n<p><strong>Areas of Concern</strong> assassins, divine punishments, and the Red Mantis</p>"},"domains":{"alternate":[],"primary":["death","might","trickery","zeal"]},"font":["harm"],"rules":[],"skill":"ste","slug":"achaekek","source":{"value":"Pathfinder Lost Omens: Gods & Magic"},"spells":{"1":"Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh","2":"Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB","4":"Compendium.pf2e.spells-srd.tlcrVRqW1MSKJ5IC"},"weapons":["sawtooth-saber"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"gH8u21pxdkSdDOEu","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"youreNext":{"id":"XpQCrXOD7ldUOxAi","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":"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.gjec0ts3wkFbjvHN"},{"flag":"youreNext","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":"XpQCrXOD7ldUOxAi","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.gjec0ts3wkFbjvHN"},"pf2e":{"grantedBy":{"id":"gH8u21pxdkSdDOEu","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"You're Next","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> You reduce an enemy to 0 Hit Points</p>\n<hr />\n<p>After downing a foe, you menacingly remind another foe that you're coming after them next.</p>\n<p>Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you.</p>\n<p>If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"trained in Intimidation"}]},"rules":[{"key":"FlatModifier","predicate":["action:demoralize","youre-next"],"selector":"intimidation","type":"circumstance","value":2}],"slug":"youre-next","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["emotion","fear","mental","rogue","swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"JerzzN4DMP9oLUpW","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.49mBVNF4SK6iYdJm"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Unconventional Weaponry","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[],"slug":"unconventional-weaponry","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ZYGEgsprRGyUSyTm","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":"Yf294bfkCGeZ1lxj","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.UuPZ7drPBnSmI8Eo"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Red Mantis Assassin Dedication","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Access</strong> You are from Mediogalti Island.</p>\n<hr />\n<p>You have learned how to stalk your foes and slay them with a sawtooth sabre. You become trained in Stealth and Assassin Lore; if you were already trained, you become an expert instead. Whenever your proficiency in any weapon increases to expert or beyond, you also gain that new proficiency with @UUID[Compendium.pf2e.equipment-srd.wkzxLpSe7LN6c5Ld].</p>\n<hr />\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the @UUID[Compendium.pf2e.journals.vx5FGEG34AxI2dow.JournalEntryPage.CB9YE4P7A2Wty1IX]{Red Mantis Assassin} archetype.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[{"value":"trained in sawtooth sabres"},{"value":"deity is Achaekek"},{"value":"lawful evil alignment"},{"value":"member of the Red Mantis assassins"}]},"rules":[],"slug":"red-mantis-assassin-dedication","source":{"value":"Pathfinder Lost Omens: World Guide"},"traits":{"rarity":"uncommon","value":["archetype","dedication"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"qhAuJ0xPhA6JnBfY","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.6RjilN93bgy34y3H"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Basic Red Mantis Magic","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You have learned limited divine magic from your Red Mantis training. You gain the Cast a Spell activity. You're a prepared spellcaster, able to prepare two cantrips and one 1st-level spell each day. You prepare these spells from a Red Mantis assassin spellbook, similar to a wizard's, containing three cantrips and two 1st-level spells. All the spells in your Red Mantis assassin spellbook, from this and later feats, must be either transmutation or illusion spells from the arcane spell list or a spell from the following list: <em>@UUID[Compendium.pf2e.spells-srd.HXhWYJviWalN5tQ2]</em>, <em>@UUID[Compendium.pf2e.spells-srd.zvKWclOZ7A53DObE]</em>, <em>@UUID[Compendium.pf2e.spells-srd.4GE2ZdODgIQtg51c]</em>, <em>@UUID[Compendium.pf2e.spells-srd.VlNcjmYyu95vOUe8]</em>, <em>@UUID[Compendium.pf2e.spells-srd.FhOaQDTSnsY7tiam]</em>, <em>@UUID[Compendium.pf2e.spells-srd.9XHmC2JgTUIQ1CCm]</em>, <em>@UUID[Compendium.pf2e.spells-srd.DCQHaLrYXMI37dvW]</em><em>@UUID[Compendium.pf2e.spells-srd.jwK43yKsHTkJQvQ9]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh]</em>. Regardless of their usual magical tradition, your Red Mantis assassin spells are divine spells, as are any Red Mantis focus spells you gain.</p>\n<p>You can prepare two cantrips and one 1st-level spell each day from those found in your Red Mantis assassin spellbook. You're trained in spell attack rolls and spell DCs for casting divine spells. Your key spellcasting ability for these spells is Charisma.</p>"},"identified":{"value":true},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"trained in Religion"},{"value":"Red Mantis Assassin Dedication"}]},"rules":[],"slug":"basic-red-mantis-magic","source":{"value":"Pathfinder Lost Omens: World Guide"},"traits":{"rarity":"common","value":["archetype"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ef9cy2AJPfEnBfkz","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.bzKBUK6CH8tuLCfo"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Advanced Red Mantis Magic","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your Red Mantis magical training has improved. Add two 2nd-level spells to your Red Mantis assassin spellbook. You gain a 2nd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook.</p>\n<p>At 8th level, add two 3rd-level spells to your Red Mantis assassin spellbook. You gain a 3rd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook.</p>\n<p>At 10th level, add two 4th-level spells to your Red Mantis assassin spellbook. You gain a 4th-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook.</p>"},"level":{"value":6},"location":"class-6","prerequisites":{"value":[{"value":"Basic Red Mantis Magic"}]},"rules":[],"slug":"advanced-red-mantis-magic","source":{"value":"Pathfinder Lost Omens: World Guide"},"traits":{"rarity":"common","value":["archetype"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0R2mWskSFNHSvPEb","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.beyw5bdA5hkQbmaG"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Terrain Stalker (Underbrush)","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-1","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":"2mnu0rWof5HLXfnL","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Assurance (Stealth)","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":"stealth"},{"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":"DGm1PuxO6yMGxpNM","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-3","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":"V5vlO7kLHtNrnoF1","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.e4KB4pSkx2lDBNw3"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Disguise","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can set up a disguise in half the usual time (generally 5 minutes). If you're a master, it takes one-tenth the usual time (usually 1 minute). If you're legendary, you can create a full disguise and Impersonate as a 3-action activity.</p>"},"level":{"value":2},"location":"skill-4","prerequisites":{"value":[{"value":"expert in Deception"}]},"rules":[],"slug":"quick-disguise","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"vpmhlfW6kKFJiEP5","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.IlOQuCQIhjJpig3S"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Identification","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action.</p>"},"level":{"value":1},"location":"skill-5","prerequisites":{"value":[{"value":"trained in Arcana, Nature, Occultism, or Religion"}]},"rules":[],"slug":"quick-identification","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"laDHRZBvzQ7bxbyU","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-6","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":"D7j4ym5MOHgmeHIe","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.x9wxQ61HNkAVbDHr"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Weapon Proficiency","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":"general-3","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":"6vJ3bYzv9kfMbnHz","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Innate Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"innate"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"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":"2zqkIPNL2a5Xy1jE","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":"6vJ3bYzv9kfMbnHz"},"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":"WreuqkHt6PdM0opE","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Arcane Prepared Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"flexible":false,"value":"prepared"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"showUnpreparedSpells":{"value":false},"slots":{"slot0":{"max":2,"prepared":[],"value":0},"slot1":{"max":1,"prepared":[],"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":1,"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":"abj6V1il6gX1PncU","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.HXhWYJviWalN5tQ2"}},"img":"systems/pf2e/icons/spells/clairaudience.webp","name":"Clairaudience","sort":1200000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create an @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML] floating ear at a location within range (even if it's outside your line of sight or line of effect). It can't move, but you can hear through the ear as if using your normal auditory senses.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"500 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"clairaudience","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1 minute"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["scrying"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ioxN43z6ksvTc77x","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.zvKWclOZ7A53DObE"}},"img":"systems/pf2e/icons/spells/clairvoyance.webp","name":"Clairvoyance","sort":1400000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":true,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>You create an @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML] floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions from that point as if using your normal visual senses.</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":4},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"500 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"clairvoyance","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1 minute"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["scrying"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"Qxc6wn7BVv3lwiGW","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.4GE2ZdODgIQtg51c"}},"img":"systems/pf2e/icons/spells/darkness.webp","name":"Darkness","sort":700000,"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 create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.</p>\n<hr />\n<p><strong>Heightened (4th)</strong> Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W].</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"darkness","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"3"},"traditions":{"value":["arcane","divine","occult","primal"]},"traits":{"rarity":"common","value":["darkness"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"11BXTBpkWyotXyU7","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.VlNcjmYyu95vOUe8"}},"img":"systems/pf2e/icons/spells/dimension-door.webp","name":"Dimension Door","sort":1500000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you-even if you're carrying it in an extradimensional container-the spell is lost.</p>\n<hr />\n<p><strong>Heightened (5th)</strong> The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"5":{"range":{"value":"1 mile"}}},"type":"fixed"},"level":{"value":4},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"dimension-door","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","occult"]},"traits":{"rarity":"common","value":["teleportation"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"78RYQHjsASKF3A9h","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.FhOaQDTSnsY7tiam"}},"img":"systems/pf2e/icons/spells/modify-memory.webp","name":"Modify Memory","sort":1600000,"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 alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected and realizes you tried to alter its memory.</p>\n<p><strong>Success</strong> The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell.</p>\n<p><strong>Failure</strong> During the first 5 minutes of the spell's duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory.</p>\n<p>Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze.</p>"},"duration":{"value":"unlimited"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"6":{}},"type":"fixed"},"level":{"value":4},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"modify-memory","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["occult"]},"traits":{"rarity":"uncommon","value":["mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"aGMh2elryCSV2DRS","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.9XHmC2JgTUIQ1CCm"}},"img":"systems/pf2e/icons/spells/obscuring-mist.webp","name":"Obscuring Mist","sort":800000,"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 call forth a cloud of mist. All creatures within the mist become @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W], and all creatures outside the mist become Concealed to creatures within it. You can Dismiss the cloud.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"obscuring-mist","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"3"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["water"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"lSQMUm1JaACRJuDn","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.DCQHaLrYXMI37dvW"}},"img":"systems/pf2e/icons/spells/paralyze.webp","name":"Paralyze","sort":1300000,"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 block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. 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 is @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1}.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.6uEgoh53GbXuHpTF] for 1 round.</p>\n<p><strong>Critical Failure</strong> The target is Paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.</p>\n<hr />\n<p><strong>Heightened (7th)</strong> You can target up to 10 creatures.</p>"},"duration":{"value":"varies"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"7":{"target":{"value":"10 creatures"}}},"type":"fixed"},"level":{"value":3},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"paralyze","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"custom":"","value":["arcane","occult"]},"traits":{"rarity":"common","value":["incapacitation","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"JVSGsayCSdA4VNKd","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.jwK43yKsHTkJQvQ9"}},"img":"systems/pf2e/icons/spells/see-invisibility.webp","name":"See Invisibility","sort":900000,"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 can see @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML] creatures and objects. They appear to you as translucent shapes, and they are @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] to you.</p>\n<hr />\n<p><strong>Heightened (5th)</strong> The spell has a duration of 8 hours.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.T5bk6UH7yuYog1Fp]</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"divination"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"see-invisibility","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","divine","occult"]},"traits":{"rarity":"common","value":["revelation"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"jqhaCqAh3kIngp4X","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh"}},"img":"systems/pf2e/icons/spells/true-strike.webp","name":"True Strike","sort":500000,"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":"WreuqkHt6PdM0opE"},"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":"jZvs3XBglwOZE3Tx","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.XyA6PKV46aNlLXOd"}},"img":"systems/pf2e/icons/equipment/weapons/hand-crossbow.webp","name":"Hand Crossbow","sort":100000,"system":{"MAP":{"value":""},"baseItem":"hand-crossbow","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>Sometimes referred to as an alley bow by rogues or ruffians, this small crossbow fires small bolts that are sometimes used to deliver poison to the target. It's small enough to be shot one-handed, but it still requires two hands to load.</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":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":"1"},"rules":[],"size":"med","slug":"hand-crossbow","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"XhUJzCnlspAiQT7v","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.x1TOpwH755Ami5bC"}},"img":"systems/pf2e/icons/equipment/weapons/light-mace.webp","name":"Light Mace","sort":200000,"system":{"MAP":{"value":""},"baseItem":"light-mace","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d4"},"description":{"value":"<p>A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head's metal ridges or spikes.</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":0},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":4}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"light-mace","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","finesse","shove"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"xedTW4umiYVNxqLm","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.wkzxLpSe7LN6c5Ld"}},"img":"systems/pf2e/icons/equipment/weapons/sawtooth-saber.webp","name":"Sawtooth Saber","sort":300000,"system":{"MAP":{"value":""},"baseItem":"sawtooth-saber","bonus":{"value":0},"bonusDamage":{"value":0},"category":"advanced","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d6"},"description":{"value":"<p>The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name.</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":"sawtooth-saber","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"uncommon","value":["agile","finesse","twin"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"NzebOlg3HXbGYyhA","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.wkzxLpSe7LN6c5Ld"}},"img":"systems/pf2e/icons/equipment/weapons/sawtooth-saber.webp","name":"Sawtooth Saber","sort":400000,"system":{"MAP":{"value":""},"baseItem":"sawtooth-saber","bonus":{"value":0},"bonusDamage":{"value":0},"category":"advanced","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d6"},"description":{"value":"<p>The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name.</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":5}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"sawtooth-saber","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":null},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"uncommon","value":["agile","finesse","twin"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"9lufzLjNrdozFtnK","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.4tIVTg9wj56RrveA"}},"img":"systems/pf2e/icons/equipment/armor/leather-armor.webp","name":"+1 Leather Armor","sort":500000,"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":162}},"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"},{"_id":"j2DNvzZED9WoXBju","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":600000,"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":"ZJrmCUEbfiwo62t2","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.upzjwQ96cZG0Xlmx"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/religious-symbol-silver.webp","name":"Religious Symbol of Achaekek (Silver)","sort":2400000,"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","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":[{"domain":"all","key":"RollOption","option":"has-religious-symbol","requiresEquipped":false}],"size":"med","slug":"religious-symbol-silver","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":"UqI4kRzl8cjSvv4W","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fvpLYx1Lo42cdleQ"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/demon-mask.webp","name":"Mantis Mask of Deceit","sort":700000,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This mask allows you to cloak yourself in illusions.</p>\n<p><strong>Activate</strong> 1 minute (Interact)</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> The mask casts a 1st-level <em>@UUID[Compendium.pf2e.spells-srd.i35dpZFI7jZcRoBo]</em> spell on you. While setting up the disguise, you can magically alter the mask to appear as a comb, ribbon, helm, or other piece of headwear.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"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":"hat-of-disguise","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["illusion","invested","magical"]},"usage":{"value":"wornheadwear"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"ayrt45LUK8a12tnS","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zC7LipQPHRYw2RXx"}},"img":"systems/pf2e/icons/equipment/consumables/potions/barkskin-potion.webp","name":"Barkskin Potion","sort":800000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":"1","value":"1"},"consumableType":{"value":"potion"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level <em>@UUID[Compendium.pf2e.spells-srd.YWrfKetOqDwVFut7]</em> spell for 10 minutes.</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":"barkskin-potion","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["abjuration","consumable","potion","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"rBwUPoCJcZMJzn4D","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.n5L7HE9H8jn8ftQy"}},"img":"systems/pf2e/icons/equipment/consumables/ammunition/climbing-bolt.webp","name":"Climbing Bolt","sort":900000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an Interact action and a successful @Check[type:athletics|dc:20|name:Pull Free Rope] check.</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":"climbing-bolt","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"bolts","traits":{"rarity":"common","value":["conjuration","consumable","magical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"2nKDgC7aT9bdK2iO","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y8115p3cmQJBqk5d"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/darkvision-elixir.webp","name":"Darkvision Elixir (Moderate)","sort":1000000,"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\">1</span> Interact</p>\n<p>After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for 1 hour.</p>\n<p>@UUID[Compendium.pf2e.equipment-effects.bcxVvIbuZWOvsKcA]</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":11}},"quantity":1,"rules":[],"size":"med","slug":"darkvision-elixir-moderate","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":"HoxJ5euxAV2qufaG","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Obscuring Mist (Level 2)","sort":1100000,"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.9XHmC2JgTUIQ1CCm]</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.9XHmC2JgTUIQ1CCm"}},"img":"systems/pf2e/icons/spells/obscuring-mist.webp","name":"Obscuring Mist","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 call forth a cloud of mist. All creatures within the mist become @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W], and all creatures outside the mist become Concealed to creatures within it. You can Dismiss the cloud.</p>"},"duration":{"value":"1 minute"},"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":"conjuration"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"obscuring-mist","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"3"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["water"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","arcane","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"hwxEEINqpPONCEzZ","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":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":"DwBvJXUoIHtZrcwS","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":1300000,"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":"a2IwO3SvTHgiak2C","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.7fSnvJ2xoSfa6JXD"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/caltrops.webp","name":"Caltrops","sort":1400000,"system":{"baseItem":null,"containerId":"DwBvJXUoIHtZrcwS","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","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":3}},"quantity":3,"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":"dId92U38Wo2Io3i7","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.6DCy7tEF1cxaIJMy"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/grapling-hook.webp","name":"Grappling Hook","sort":1500000,"system":{"baseItem":null,"containerId":"DwBvJXUoIHtZrcwS","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":"FNWnIQLVnufEDvh5","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.WAsQ6WuMYUB77Uh0"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/hourglass.webp","name":"Hourglass","sort":1600000,"system":{"baseItem":null,"containerId":"DwBvJXUoIHtZrcwS","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":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"hourglass","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":"00XDJQgo78C7oQGZ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.vLGDUFrg4yGzpTQX"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/repair-kit.webp","name":"Repair Kit","sort":1700000,"system":{"baseItem":null,"containerId":"DwBvJXUoIHtZrcwS","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. 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"},{"_id":"R0Nz2OMJwaQr4JCz","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools (Replacement Picks)","sort":1900000,"system":{"baseItem":null,"containerId":"DwBvJXUoIHtZrcwS","description":{"value":"<p>These are replacement picks for @UUID[Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc].</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":3}},"quantity":1,"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":"haF71Sus9K35CBUC","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":2000000,"system":{"baseItem":null,"containerId":"DwBvJXUoIHtZrcwS","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":"zQM81o5D2aIKcHT4","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":1800000,"system":{"baseItem":null,"containerId":"DwBvJXUoIHtZrcwS","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":"5GdUNKFS6vsyCdzB","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.FOWF5f0tCaApv9RE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/spellbook.webp","name":"Spellbook","sort":1850000,"system":{"baseItem":null,"containerId":"DwBvJXUoIHtZrcwS","description":{"value":"<p>A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.</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":"JrE0oAzvLE7ge1nb","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.QJb8S927Yj81EgHH"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/writing-set.webp","name":"Writing Set","sort":2300000,"system":{"baseItem":null,"containerId":"DwBvJXUoIHtZrcwS","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":"kaf9yK7is6rEHKft","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.3JG1t3T4mWn6vTke"}},"img":"systems/pf2e/icons/spells/blur.webp","name":"Blur","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's form appears blurry. It becomes @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W]. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to Hide or Sneak.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"illusion"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"blur","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":["visual"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"lV1WYBzX2rouJMXL","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.atlgGNI1E1Ox3O3a"}},"img":"systems/pf2e/icons/spells/ghost-sound.webp","name":"Ghost Sound","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 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},"heightening":{"levels":{"3":{"range":{"value":"60 feet"}},"5":{"range":{"value":"120 feet"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"WreuqkHt6PdM0opE"},"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":"nx5jhtZk1Czi6I0D","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Q7QQ91vQtyi1Ux36"}},"img":"systems/pf2e/icons/spells/jump.webp","name":"Jump","sort":400000,"system":{"ability":{"value":""},"area":null,"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":false},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p>Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"3":{"range":{"value":"touch"},"target":{"value":"1 creature"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"jump","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["move"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"coqcEbTCGNhi2Txj","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.vLzFcIaSXs7YTIqJ"}},"img":"systems/pf2e/icons/spells/message.webp","name":"Message","sort":200000,"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":"WreuqkHt6PdM0opE"},"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":"xV6DHEgsMvnevHuN","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gfPjmG6Fe6D3MFjl"}},"img":"systems/pf2e/icons/spells/pest-form.webp","name":"Pest Form","sort":450000,"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 transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait, and you can't make @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR]{Strikes}. You can Dismiss the spell.</p>\n<p>You gain the following statistics and abilities:</p>\n<ul>\n<li>AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.</li>\n<li>Speed 20 feet.</li>\n<li>Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)</li>\n<li>Low-light vision and imprecise scent 30 feet.</li>\n<li>Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier -4.</li>\n</ul>\n<hr />\n<p><strong>Heightened (4th)</strong> You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.ydsLEGjY89Akc4oZ]</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"WreuqkHt6PdM0opE"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"pest-form","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["polymorph"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"6ujOUlmI7Bn65LK7","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.AUctDF2fqPZN2w4W"}},"img":"systems/pf2e/icons/spells/sigil.webp","name":"Sigil","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 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":"WreuqkHt6PdM0opE"},"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":"DoKJ9iObC4nXuhMJ","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.5KobTMrZeZxuXMgl"}},"img":"systems/pf2e/icons/spells/spider-climb.webp","name":"Spider Climb","sort":1100000,"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":{"value":"WreuqkHt6PdM0opE"},"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"}],"name":"Zeah","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":62},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["dex","int","wis","cha"],"5":["wis","cha","con","str"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"LE"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"<p>With a vast array of skills, a splash of spellcasting, and a pair of sawtooth sabers she wields with pinpoint precision, Zeah is a versatile infiltrator and classic Red Mantis assassin.</p>\n<p>Always clever, observant, and socially savvy, Zeah put her talents to use as a detective in the Rahadoumi city of Manaket. Most of the time she cracked cases involving inelegant theft and smuggling that offered no challenge, but when a serial killer repeatedly evaded other authorities, her captain assigned Zeah to the case. Every murder scene was equal parts murder and art, performed with the surgical precision of a single strike for no witnesses. Zeah at last cornered the killer alone: a Red Mantis assassin. As the two took measure of each other, they bantered about their respective philosophies. Raised to reject all gods, Zeah couldn't help but stand in awe of the assassin, his handiwork, and his patron, the dread deity Achaekek. She had to know more.</p>\n<p>Manaket records report that Zeah died while fighting the mysterious assassin. In fact, she traveled with him to Mediogalti Island, where she trained in the assassin's arts and continually tests herself in ways her past self never could have imagined.</p>\n<p><strong>Eteleon:</strong> That mysterious assassin was Eteleon. Despite his sinister demeanor, he's proven himself to be an encouraging mentor.</p>\n<p><strong>Kangir:</strong> One of Zeah's first detective cases involved tracking a homicidal dwarf (Kangir) in Manaket, responsible for the \"Gull Street Skewering.\" The villain narrowly escaped, and the failure has haunted Zeah since. Is this mission Zeah's chance to show off the skills she's mastered since then?</p>\n<p><strong>Yacob:</strong> As another of Eteleon's recruits, Zeah and Yacob trained together on Mediogalti Island. The two maintain a friendly rivalry-well, mostly friendly.</p>","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":6},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{"martial":{"rank":1},"weapon-base-sawtooth-saber":{"breakdown":"","custom":true,"rank":2,"value":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":{"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":1},"ath":{"rank":2},"cra":{"rank":1},"dec":{"rank":2},"dip":{"rank":1},"itm":{"rank":1},"med":{"rank":0},"nat":{"rank":1},"occ":{"rank":1},"prf":{"rank":1},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":1},"thi":{"rank":2}},"traits":{"languages":{"custom":"","selected":[],"value":["draconic","mwangi","osiriani","sylvan"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.WQlDa6tHkKTziD0m"}}}
{"_id":"YNu4l7cjb580XM2K","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/dwarf.svg","items":[{"_id":"33KCg20Zb6cEzDoM","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Absalom 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":"Gj2JT0oiUObMvApE","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Warfare Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":2},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"DNLLPJ78EozYMf8E","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":"BQy8CCHmWEc3ozP8","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.Eyuqu6eIaoGCjnMv"},"pf2e":{"itemGrants":{"clanDagger":{"id":"PJGC5UyhP7iRiZRP","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":"DNLLPJ78EozYMf8E","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":"PJGC5UyhP7iRiZRP","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.kJJvKm80KwWXPukV"},"pf2e":{"grantedBy":{"id":"BQy8CCHmWEc3ozP8","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":"Y8alBvs6eRIBSipZ","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":"b4WzJwA8NBgopQ5Z","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.moVRsnpjB5THCwxE"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Street Urchin","sort":0,"system":{"boosts":{"0":{"selected":"con","value":["con","dex"]},"1":{"selected":"str","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":"Pathfinder Core Rulebook"},"trainedLore":"<City> Lore","trainedSkills":{"value":["thi"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"QteDHxXro22dbOpU","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Pickpocket","sort":0,"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":"b4WzJwA8NBgopQ5Z","prerequisites":{"value":[{"value":"trained in Thievery"}]},"rules":[],"slug":"pickpocket","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ym0UpvlKQzxYHBM6","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":{"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":"TMe2pQcjtR9niilz","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"pf2e":{"itemGrants":{"attackOfOpportunity":{"id":"2o2hgOzeYMLJlWg4","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":"ym0UpvlKQzxYHBM6","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":"WJPcBRM51WHHP0vQ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"WwmNvNbqVFpC5957","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":"ym0UpvlKQzxYHBM6","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":"EcweBEZhpIFyoCSC","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":"ym0UpvlKQzxYHBM6","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":"XzL3OUU0OhgQvc3Y","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.gApJtAdNb9ST4Ms9"}},"img":"systems/pf2e/icons/features/classes/fighter-weapon-mastery.webp","name":"Fighter Weapon Mastery (Spear)","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":"ym0UpvlKQzxYHBM6","prerequisites":{"value":[]},"rules":[{"choices":"weaponGroups","flag":"fighterWeaponMastery","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.WeaponGroup","selection":"spear"},{"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":"2o2hgOzeYMLJlWg4","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT"},"pf2e":{"grantedBy":{"id":"TMe2pQcjtR9niilz","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":"WwmNvNbqVFpC5957","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"WJPcBRM51WHHP0vQ","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":"aSm1IJ8OEvUiHrE8","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.C1R4wd6G46CAVIn7"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Unburdened Iron","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear. In addition, any time you're taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a -10-foot penalty to Speed, but it gives you only a -5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"domain":"speed","key":"RollOption","option":"armor:ignore-speed-penalty"}],"slug":"unburdened-iron","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["dwarf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"6EdhPfxwU63TuriF","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":"eCj0OCOEwURRf2eI","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.w8Ycgeq2zfyshtoS"}},"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":"class-1","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":"DIrIihjCGI3fUmqH","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":"nevxitEyqfAOWdtU","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lkcM4V3VDAtjlR9P"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Intimidating Strike","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":2},"category":"class","description":{"value":"<p>Your blow not only wounds creatures but also shatters their confidence.</p>\n<p>Make a melee Strike. If you hit and deal damage, the target is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1}, or @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 2} on a critical hit.</p>"},"level":{"value":2},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"intimidating-strike","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["emotion","fear","fighter","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ksRaQlbKJRtrU5IN","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.JHcvySfCM9uYNb9N"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Revealing Stab","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":2},"category":"class","description":{"value":"<p><strong>Requirements</strong> You are wielding a melee weapon that deals piercing damage</p>\n<hr />\n<p>You drive your piercing weapon into an imperceptible foe, revealing its location to your allies.</p>\n<p>Make a Strike with the required melee weapon. You don't have to attempt a flat check to hit a @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] creature, and you have to succeed at only a @Check[type:flat|dc:5] to target a @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] creature.</p>\n<p>If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You @UUID[Compendium.pf2e.actionspf2e.wQYmDStjdjn0I26t] the weapon, and it becomes lodged in the target.</p>\n<p>If the target is concealed, other creatures don't need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a @Check[type:flat|dc:5] to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can't become undetected to anyone who sees your weapon. If the target is @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML], the weapon remains visible while lodged in it. This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with 2 Interact actions.</p>"},"level":{"value":6},"location":"class-6","prerequisites":{"value":[]},"rules":[],"slug":"revealing-stab","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["fighter"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7ui21HJSKDmcgm99","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. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.</p>\n<p><strong>Special</strong> You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.</p>"},"level":{"value":1},"location":"skill-2","maxTakable":null,"prerequisites":{"value":[{"value":"trained in Lore"}]},"rules":[],"slug":"additional-lore","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"itoiE31oqIGNFx4Y","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. You must still use another hand and both legs to Climb.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Athletics"}]},"rules":[],"slug":"combat-climber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gYhb5dEamUy7FX8c","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.ASy9AKEIRxPYUi5o"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Repair","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You take 1 minute to Repair an item. If you're a master in Crafting, it takes 3 actions. If you're legendary, it takes 1 action.</p>"},"level":{"value":1},"location":"skill-6","prerequisites":{"value":[{"value":"trained in Crafting"}]},"rules":[],"slug":"quick-repair","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"iiTo0XzfgGJTa928","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":"WEXUK365jsMEE0cF","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.7tKkkF8eZ4iCLJtp"}},"img":"systems/pf2e/icons/equipment/weapons/shortsword.webp","name":"Shortsword","sort":200000,"system":{"MAP":{"value":""},"baseItem":"shortsword","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>These blades come in a variety of shapes and styles, but they are typically 2 feet long.</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":{"sp":9}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"shortsword","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","finesse","versatile-s"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"b04McAfIL1x5Ny1a","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.dfum7DpOEkwxwTsT"}},"img":"systems/pf2e/icons/equipment/weapons/shield-boss.webp","name":"Shield Boss","sort":300000,"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":"worn","handsHeld":0,"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":null},"traits":{"rarity":"common","value":["attached-to-shield"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"Te6yj3LtFwhk2uv3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.FJrsDoaIXksVjld9"}},"img":"systems/pf2e/icons/equipment/weapons/trident.webp","name":"Trident","sort":400000,"system":{"MAP":{"value":""},"baseItem":"trident","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d8"},"description":{"value":"<p>This three‑pronged, spear‑like weapon typically has a 4‑foot shaft. Like a spear, it can be wielded with one hand or thrown.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"spear","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":"returning"},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":"-"},"rules":[],"size":"med","slug":"trident","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"common","value":["thrown-20"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"3LD0R7A39kchd03L","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":500000,"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":1,"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":"svwRa2e4tHCE5gbW","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.f9ygr5Cjrmop8LWV"}},"img":"systems/pf2e/icons/equipment/shields/specific-shields/sturdy-shield.webp","name":"Sturdy Shield (Minor)","sort":600000,"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":32,"max":64,"value":64},"level":{"value":4},"negateBulk":{"value":"0"},"potencyRune":{"value":0},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":100}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"sturdy-shield-minor","source":{"value":"Pathfinder Core Rulebook"},"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":"T2G1oKfW29Qj1Ltl","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.pRoikbRo5HFW6YUB"}},"img":"systems/pf2e/icons/equipment/armor/halfplate.webp","name":"Half Plate","sort":700000,"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","handsHeld":0,"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":"Pathfinder Core Rulebook"},"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":"SjGK0PYakOZ36aVS","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ZAtwiAPkk1zwCf82"}},"img":"systems/pf2e/icons/equipment/consumables/talismans/fear-gem.webp","name":"Fear Gem","sort":800000,"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 a weapon</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">D</span> @UUID[Compendium.pf2e.feats-srd.lkcM4V3VDAtjlR9P]</p>\n<p>Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an Intimidating Strike, as the fighter feat.</p>\n<p>If you have the Intimidating Strike feat, increase the frightened condition value from this Intimidating Strike to frightened 2, or frightened 3 on a critical hit.</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":20}},"quantity":1,"rules":[],"size":"med","slug":"fear-gem","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","enchantment","fear","magical","mental","talisman"]},"usage":{"value":"affixed-to-weapon"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"PGT2LalrKijfTptA","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.e0vSAQfxhHauiAoD"}},"img":"systems/pf2e/icons/equipment/consumables/potions/healing-potion.webp","name":"Healing Potion (Lesser)","sort":900000,"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":"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":"healing-potion-lesser","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":"T3dXrgpE4KlhBswv","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.bQPRKEpnLakJBAAh"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/cats-eye-elixir.webp","name":"Cat's Eye Elixir","sort":1000000,"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>After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements.</p>\n<p>For the next minute, you reduce the flat check to target hidden creatures to 5, and you don't need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you.</p>"},"equipped":{"carryType":"worn"},"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":1,"rules":[],"size":"med","slug":"cats-eye-elixir","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":"1j7NpgiEiz6l0y2o","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.3lgwjrFEsQVKzhh7"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/backpack.webp","name":"Backpack","sort":1100000,"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":"b9Ig8g3RiFSSuCqF","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":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":"YtzxrwOZfzvuVLIg","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.6DCy7tEF1cxaIJMy"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/grapling-hook.webp","name":"Grappling Hook","sort":1400000,"system":{"baseItem":null,"containerId":"1j7NpgiEiz6l0y2o","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":"m1SlcfR3QgnD6jFa","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.44F1mfJei4GY8f2X"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/crowbar.webp","name":"Crowbar","sort":1300000,"system":{"baseItem":null,"containerId":"1j7NpgiEiz6l0y2o","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. Without a crowbar, prying something open takes a -2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).</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":[{"key":"AdjustModifier","selector":"athletics","slug":"no-crowbar","suppress":true}],"size":"med","slug":"crowbar","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":"3msEwmZ8oqXfYTxM","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.vLGDUFrg4yGzpTQX"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/repair-kit.webp","name":"Repair Kit","sort":1600000,"system":{"baseItem":null,"containerId":"1j7NpgiEiz6l0y2o","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. 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"},{"_id":"JK0iHDDsiGRgdLOb","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools (Replacement Picks)","sort":1700000,"system":{"baseItem":null,"containerId":"1j7NpgiEiz6l0y2o","description":{"value":"<p>These are replacement picks for @UUID[Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc].</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":3}},"quantity":1,"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":"buu1ZppGAKo4d6q5","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":1650000,"system":{"baseItem":null,"containerId":"1j7NpgiEiz6l0y2o","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":"gAJQfCQqvRDTr7Lm","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.zvLyCVD8g2PdHJAc"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools","sort":1675000,"system":{"baseItem":null,"containerId":"1j7NpgiEiz6l0y2o","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":"lPjt8Q9W2dLeISYs","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.plplsXJsqrdqNQVI"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/religious-symbol-wooden.webp","name":"Religious Symbol (Wooden)","sort":1500000,"system":{"baseItem":null,"containerId":"1j7NpgiEiz6l0y2o","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","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":[{"domain":"all","key":"RollOption","option":"has-religious-symbol","requiresEquipped":false}],"size":"med","slug":"religious-symbol-wooden","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":"Kangir","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":88},"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":["dex","wis","cha","int"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"NE"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"<p>Kangir is a ruthless mercenary who shrugs off any punishment while skewering foes near and far with her trident. Despite her heavy armor, she's sneaky and subtle when it suits her.</p>\n<p>Left with only a Gozran holy symbol and a few coins after her parents' deaths at sea, Kangir grew up on Absalom's streets. Her cunning and local knowledge made her a favorite guide for merchants and pilgrims-so much so that the Bloody Barbers thieves guild recruited her to lead hapless travelers into alleys and ambushes. With the Barbers, Kangir developed a taste for violence and brigandry that launched her career as a mercenary, and she's traveled the Inner Sea to serve countless scoundrels. Last month, she returned to Absalom and burgled one minor politician's office and abducted a Petal District dignitary, all at the behest of an anonymous patron who then, rather than sending the promised payment, tried to have her killed! The job's moral implications didn't bother Kangir (she's done far worse), but she doesn't suffer betrayal. After interrogating and killing the hapless cutthroat, Kangir now knows her mysterious patron's identity: Doatara Kelorbeyan, a noblewoman who lives in the Petal District. Conveniently, three Red Mantis assassins are also after Doatara, and Kangir's joined forces with them to get her revenge!</p>\n<p><strong>Eteleon and Yacob:</strong> Kangir doesn't know these two except by the Red Mantis' reputation-professional, lethal, and unlikely to betray her.</p>\n<p><strong>Zeah:</strong> When a wetwork job in the port city of Manaket went wrong years ago, Kangir found herself on the run from Rahadoumi law enforcement-led by the young detective Zeah. Kangir narrowly escaped justice. She's fascinated by and supportive of Zeah's transformation into a cold killer.</p>","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/deity/Gozreh.webp","value":"Gozreh"},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":6},"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":2},"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":1},"sur":{"rank":0},"thi":{"rank":2}},"traits":{"languages":{"custom":"","selected":[],"value":["osiriani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.YNu4l7cjb580XM2K"}}}
{"_id":"ZZQvsGWFMS00fL7P","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/catfolk.svg","items":[{"_id":"GVZMjyjPuvgOGPbG","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Warfare Lore","sort":2800000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"Jm5TthKWgZRYssJd","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.972EkpJOPv9KkQIW"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/catfolk.svg","name":"Catfolk","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","elven","gnomish","goblin","halfling","iruxi","jotun","sylvan"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Curious and gregarious wanderers, catfolk combine features of felines and humanoids in both appearance and temperament. They enjoy learning new things, collecting new tales and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as chosen guardians of natural places in the world and are often recklessly brave, even in the face of overwhelming opposition.</em></p>\n<hr />\n<p>Catfolk are outgoing, active humanoids who delight in discovery, whether of hidden ruins or a comfortable place to nap. They are exceptionally social, both within their tight-knit communities and with other creatures they meet. Remarkably brave, catfolk see themselves as guardians of the world against forces that would assail it, and they believe that strong communities, breadth of experience, and continual self-improvement aid them in this fight.</p>\n<p>Catfolk have fast reflexes and are even able to twist themselves in the air while falling to land on their feet. As quick as these reflexes are, catfolk have quicker tempers, shifting from effusive glee to aggrieved fury in an instant. Like mundane felines, catfolk involuntarily purr when pleased and growl when surprised or angry.</p>\n<p>If you want a character who is curious, brave, friendly, and nimble in body and mind, you should play a catfolk.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Demonstrate genuine interest by asking a lot of enthusiastic questions.</li>\n<li>Avoid interpersonal conflict by giving someone a cold shoulder or by simply leaving the area.</li>\n<li>Carefully scout a target or problem before striking at it quickly.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Think you monopolize conversations with your incessant queries or opinions.</li>\n<li>Consider you haughty or prideful.</li>\n<li>Ascribe more emotion than you feel to your involuntary purrs or growling.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Although all catfolk walk upright and have soft fur, a long tail, large ears, and vertical pupils, they show at least as much variety as ordinary felines. Catfolk have nimble fingers with short claws that are usually retractable. Most catfolk take great pride in maintaining their appearance and rarely suffer the indignity of being wet or dirty if they can avoid it.</p>\n<p>Catfolk mature quickly and are able to walk at only a few months old, but they otherwise start their careers at roughly the same age as humans do and live to be 60 or 70 years of age. Catfolk are rarely taller than the average human and, because of their lean builds, almost never weigh as much as a human of similar height.</p>\n<h2>Society</h2>\n<p>Catfolk call themselves amurruns, although many consider this name to be private. They raise their children in large extended families, where they are given what many other humanoids see as a distressing latitude to explore and get into trouble from a remarkably young age. Catfolk learn a trade in a loose apprenticeship, and the majority learn several trades over their lives.</p>\n<p>Catfolk societies are often led by an appointed leader who speaks on behalf of the community and mediates disputes. A catfolk leader is most often a spellcaster and usually female. Catfolk prefer to deal with grievances by making an elaborate showing of disinterest, or even leaving a community for a time so the problem can die away or work itself out.</p>\n<h2>Alignment and Religion</h2>\n<p>Catfolk aren't a particularly religious people, but most do believe they were uplifted from great primeval cats to confront the evil abominations despoiling natural places and laboring to unmake reality. The gods blessed catfolk with language, the use of tools and weapons, and a strong sense of community.</p>\n<p>Most catfolk are good. They enjoy the freedom to travel and like to set their own paths in life, so more catfolk are chaotic than lawful. Religious catfolk most often practice a nebulous form of animism, appeasing the spirits of the land and the creatures they hunt to preserve the natural order.</p>\n<h2>Adventurers</h2>\n<p>Catfolk delight in venturing into unexplored areas, whether untrammeled wildernesses or ancient dungeons. They like finding treasures and baubles, but for most catfolk, the experience of the journey itself is the true reward.</p>\n<p>Typical catfolk backgrounds include acrobat, artist, gambler, hunter, nomad, and scout, plus bandit, courier, insurgent, outrider, and root worker. Catfolk's inherent curiosity and agility mean they excel as swashbucklers, bards, fighters, and rogues. Their love of the natural world and drive to puzzle out secrets of all types leads many to become investigators, druids, or sorcerers.</p>\n<h2>Names</h2>\n<p>Catfolk are given short names in their youth. Adolescent catfolk are free to choose a different name when they first leave home, though some simply keep the name they've gotten used to. Catfolk love to add titles and honorifics to their names. Some catfolk use their titles exclusively among non-catfolk, and so become known by epithets like Six Fates, Fiend Killer, or Mistcloak.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Alyara, Crinto, Drewan, Espes, Ferrus, Gerran, Halhat, Hoya, Ruun, Sevastin, Tespa, Yonsol, Zakkar, Zathra</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Catfolk 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> Dexterity, Charisma, Free</p>\n<p><strong>Ability Flaw</strong> Wisdom</p>\n<p><strong>Languages</strong> Amurrun, Common</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Iruxi (the language of lizardfolk), Jotun, 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>Land on your Feet</strong> When you fall, you take only half the normal damage and don't land prone.</p>"},"flaws":{"0":{"value":["wis"]}},"hp":8,"items":{"iyksy":{"img":"systems/pf2e/icons/features/ancestry/land-on-your-feet.webp","level":"1","name":"Land on Your Feet","uuid":"Compendium.pf2e.ancestryfeatures.sL1hHxrHdMNIZVAd"}},"languages":{"custom":"","value":["amurrun","common"]},"reach":5,"rules":[],"size":"med","slug":"catfolk","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["catfolk","humanoid"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"qsMBx4M4lzkKTgSH","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.sL1hHxrHdMNIZVAd"}},"img":"systems/pf2e/icons/features/ancestry/land-on-your-feet.webp","name":"Land on Your Feet","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>When you fall, you take only half the normal damage and don't land @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60].</p>"},"level":{"value":0},"location":"Jm5TthKWgZRYssJd","prerequisites":{"value":[]},"rules":[],"slug":"land-on-your-feet","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","selected":{"catfolk":"Catfolk"},"value":["catfolk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8BS89glHdW6CSfTo","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hOPOyyt7qZXYYCOU"}},"img":"systems/pf2e/icons/features/ancestry/nine-lives-catfolk.webp","name":"Nine Lives Catfolk","sort":0,"system":{"ancestry":{"name":"Catfolk","slug":"catfolk","uuid":"Compendium.pf2e.ancestries.972EkpJOPv9KkQIW"},"description":{"value":"<p>Your family has always seemed to bound back from disaster, not through physical hardiness or specialized skill, but from sheer luck. Other catfolk whisper that you have nine lives.</p>\n<p>If you are reduced to 0 Hit Points by a critical hit on an attack roll, you become @UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying 1} instead of dying 2.</p>"},"rules":[],"slug":"nine-lives-catfolk","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"MIopWs3qVDK6Fkjb","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.lX5KDS2hU5LihZRs"},"pf2e":{"itemGrants":{"catFall":{"id":"QzzBl3tAKN3sdZpc","onDelete":"detach"}}}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Martial Disciple","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","str"]},"1":{"selected":"con","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":"QzzBl3tAKN3sdZpc","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD"},"pf2e":{"grantedBy":{"id":"MIopWs3qVDK6Fkjb","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":"NGZQ3CjHTISsV6Oz","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.7qBuzHY8kEG8SdEP"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Cat's 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 Reflex saving throw.</p>\n<hr />\n<p>You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.</p>"},"frequency":{"max":1,"per":"day"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"cats-luck","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["catfolk","fortune"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"i1nM3IVY7eykJkNW","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.EdVMwFRNV1LX1VWh"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Light Paws","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":2},"category":"ancestry","description":{"value":"<p>You can balance on your toes to step carefully over obstructions.</p>\n<p>You Stride and then @UUID[Compendium.pf2e.actionspf2e.UHpkTuCtyaPqiCAB], or Step and then Stride, ignoring difficult terrain during this movement.</p>"},"level":{"value":5},"location":"ancestry-5","prerequisites":{"value":[]},"rules":[],"slug":"light-paws","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["catfolk"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5NlBcyjxCSP6t80C","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.gjec0ts3wkFbjvHN"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"You're Next","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> You reduce an enemy to 0 Hit Points</p>\n<hr />\n<p>After downing a foe, you menacingly remind another foe that you're coming after them next.</p>\n<p>Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you.</p>\n<p>If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[{"value":"trained in Intimidation"}]},"rules":[{"key":"FlatModifier","predicate":["action:demoralize","youre-next"],"selector":"intimidation","type":"circumstance","value":2}],"slug":"youre-next","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["emotion","fear","mental","rogue","swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0M5wdaH04Gks7mTh","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Wx12NUjqTOjFrEoW"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Antagonize","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your taunts and threats earn your foes ire. When you successfully @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] a creature, its @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL] condition can't decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1 round.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"antagonize","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"YIzhdKJKyUs1G5Hf","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Qfn7lmOeXfBtpG4O"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Impaling Finisher","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p>You stab two foes with a single thrust or bash them together with one punch.</p>\n<p>Make a bludgeoning or piercing melee Strike and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit.</p>\n<p>An Impaling Finisher counts as two attacks when calculating your multiple attack penalty.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"impaling-finisher","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["finisher","swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"lcRcjJRd78UeDrcQ","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":"sVpi6Iwf8bZMIMWn","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-4","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":"KqVItHc1aZXfBlfr","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"},{"_id":"NMBUdMyBqgnPZtwl","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":"LyYQaQKWulrmT81S","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.beW1OqibVQ3fBvRw"},"pf2e":{"itemGrants":{"braggart":{"id":"A0iPlPDWqGPomDTS","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":"NMBUdMyBqgnPZtwl","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.KBhwFjdptrKyN5EM"},{"flag":"braggart","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":"hck3pC7pANiUIUK4","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.pyo0vmxUFIFX2GNl"},"pf2e":{"itemGrants":{"confidentFinisher":{"id":"mpqnufK6oLrntria","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":"NMBUdMyBqgnPZtwl","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":"GmB7i7uW2qXmv5Cy","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":"NMBUdMyBqgnPZtwl","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":"XI0N5skH6AOJwA78","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":"NMBUdMyBqgnPZtwl","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":"8LeZlt6H3TcKGIwt","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.F57Na5VxfBp56kke"}},"img":"systems/pf2e/icons/features/classes/great-fortitude.webp","name":"Great Fortitude","sort":1200,"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":"NMBUdMyBqgnPZtwl","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":"0mTSYIlfRrohrwYs","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Jtn7IugykXDlIoZq"},"pf2e":{"itemGrants":{"opportuneRiposte":{"id":"tyMkFo5Qia2tu6cw","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/opportune-riposte.webp","name":"Opportune Riposte","sort":1500,"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":"NMBUdMyBqgnPZtwl","prerequisites":{"value":[]},"rules":[{"flag":"opportuneRiposte","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":"DiEzAM57hUkido2O","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.pthjQIK9pDxnbER6"},"pf2e":{"itemGrants":{"steadyBalance":{"id":"RszeSyVwFKKEmTEu","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/stylish-tricks.webp","name":"Stylish Tricks","sort":1800,"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":"NMBUdMyBqgnPZtwl","prerequisites":{"value":[]},"rules":[{"flag":"steadyBalance","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.CnqMJR8e9jqJR7MM"}],"slug":"stylish-tricks","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"JBa064cWxOVfRh7V","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.8BOFeRE7ZfJ02N0O"}},"img":"systems/pf2e/icons/features/classes/vivacious-speed.webp","name":"Vivacious Speed","sort":2100,"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":"NMBUdMyBqgnPZtwl","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":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"v50o72ni3bJBYLU7","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.F5BHEav90oOJ2LwN"}},"img":"systems/pf2e/icons/features/classes/weapon-expertise.webp","name":"Weapon Expertise (Swashbuckler)","sort":4000,"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":"NMBUdMyBqgnPZtwl","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":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"A0iPlPDWqGPomDTS","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.KBhwFjdptrKyN5EM"},"pf2e":{"grantedBy":{"id":"LyYQaQKWulrmT81S","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/braggart-style.webp","name":"Braggart","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You boast, taunt, and psychologically needle your foes.</p>\n<p>You are trained in Intimidation. You gain @UUID[Compendium.pf2e.classfeatures.LzYi0OuOoypNb6jd] during an encounter whenever you successfully @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] a foe.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","predicate":["self:effect:panache",{"or":["action:demoralize"]}],"selector":"intimidation","type":"circumstance","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.itm.rank","predicate":["class:swashbuckler"],"value":1}],"slug":"braggart","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mpqnufK6oLrntria","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.K878asDgf1EF0B9S"},"pf2e":{"grantedBy":{"id":"hck3pC7pANiUIUK4","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":"tyMkFo5Qia2tu6cw","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.EfjoIuDmtUn4yiow"},"pf2e":{"grantedBy":{"id":"0mTSYIlfRrohrwYs","onDelete":"cascade"}}},"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. 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{"_id":"czQ0MaZBu3BqMpce","img":"systems/pf2e/icons/iconics/MerisielFull.webp","items":[{"_id":"uZwiRfzDZ8wIACiw","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Underworld Lore","sort":900000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"Hzo8v9d0bDrAStjY","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":"wis","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":"4tFLAMLEzNxefXwg","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":"DymoMULegFHDOHIa","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":"ig9d9auPI3HTNlha","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":"DymoMULegFHDOHIa","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":"hduKNiTZgrNAWD9W","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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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":"t35oKA0lpDMYijtY","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pf2e":{"itemGrants":{"thief":{"id":"nqBx9FF0rQ3iL27g","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":"hduKNiTZgrNAWD9W","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":"bnMWx6ytPWgjvh6t","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":"hduKNiTZgrNAWD9W","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":"Y3EV6rTQpkIg6xOT","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":"hduKNiTZgrNAWD9W","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":"nqBx9FF0rQ3iL27g","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"},"pf2e":{"grantedBy":{"id":"t35oKA0lpDMYijtY","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":"UjE4oHTj1Tzuk0gz","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":"YWLZWseLwB8QSeoJ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hVZbnsDuXihggylt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Subtle Theft","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you successfully Steal something, observers (creatures other than the creature you stole from) take a -2 circumstance penalty to their Perception DCs to detect your theft. 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{"_id":"dezjxiDtBdnBiurc","img":"systems/pf2e/icons/default-icons/character.svg","items":[{"_id":"9srni0SSRb5lbWaS","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":"wzupUWp0SYqdv3B3","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":"wis","value":["cha","con","dex","int","str","wis"]},"1":{"selected":"str","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":"RN7MUodbDET7fwMI","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"heftyHauler":{"id":"LO6JmAGeLRBfLwIR","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.C0Tcelg3BAPhML6J"},{"flag":"heftyHauler","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":"LO6JmAGeLRBfLwIR","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.C0Tcelg3BAPhML6J"},"pf2e":{"grantedBy":{"id":"RN7MUodbDET7fwMI","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Hefty Hauler","sort":0,"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":null,"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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"YZjezLN8HUfruf47","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.SOmJyAtPOokesZoe"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Farmhand","sort":0,"system":{"boosts":{"0":{"selected":"wis","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":"GeVmhGIZvHlgw90C","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":"YZjezLN8HUfruf47","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":"XI5g1NezLXYrxICQ","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":"BRfVQrellByX7VxK","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"pf2e":{"itemGrants":{"tlehar":{"id":"HxfPPpjaOIBPenBb","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/deity.webp","name":"Deity (Tlehar)","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":"XI5g1NezLXYrxICQ","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.0R2BjVb7d9tYCIbk"},{"flag":"tlehar","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":"6pFuCZcVzXoHR3c1","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"pf2e":{"itemGrants":{"warpriest":{"id":"McTuyk7eqoBxayXw","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":"XI5g1NezLXYrxICQ","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.0Aocw3igLwna9cjp"},{"flag":"warpriest","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":"YdP8WzbeN0TUHVBJ","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":"XI5g1NezLXYrxICQ","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":"TYSLAWpXJrChd9Po","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":"XI5g1NezLXYrxICQ","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":"l5owhuB3ocpgGLfD","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":"XI5g1NezLXYrxICQ","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":"81F99a0fvyQSKqSz","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"pf2e":{"itemGrants":{"firstDoctrineWarpriest":{"id":"4HIJx9NWZ93WQ1oP","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":"XI5g1NezLXYrxICQ","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":"HxfPPpjaOIBPenBb","flags":{"core":{"sourceId":"Compendium.pf2e.deities.0R2BjVb7d9tYCIbk"},"pf2e":{"grantedBy":{"id":"BRfVQrellByX7VxK","onDelete":"cascade"}}},"img":"systems/pf2e/icons/default-icons/deity.svg","name":"Tlehar","sort":0,"system":{"ability":["int","cha"],"alignment":{"follower":["LG","NG","CG"],"own":"NG"},"category":"deity","description":{"value":"<p>The old gods of the threefold sun were all but forgotten under the rule of Walkena, the child god. But Tlehar never despaired, for the dawn must forever represent hope to all good people who gaze upon it. She holds the Bright Lions of Mzali especially dear in her heart, since they were a ray of hope to her people even when she couldn't be. Thanks to them, citizens of Mzali and beyond have been reminded of her loving embrace, and once again awaken with resolve in their hearts.</p>\n<p>Tlehar keeps watch over every birth and new beginning, as there is no greater symbol of hope than new life. Midwives and nurses pray to Tlehar to keep watch over their work and ensure the health of newborns. Those coming to terms with a new gender or sexuality may call on Tlehar's blessing and protection as they learn to better understand themselves. People fleeing from unsafe homes can seek out her followers for safe refuge; these followers of Tlehar wear discrete, iron charms to let others know that they will be ready to fight for them. No matter their needs, Tlehar represents a sanctuary of peace in a sea of fear. It is her hope that the people of Mzali will soon live in fear no longer.</p>\n<p>The dawn goddess is depicted as a human woman with golden skin, the gray-furred head of a lioness, and eyes as black as night. She is often portrayed on Chohar's left side, opposite her sister, with one hand extended in welcome and the other holding an iron morningstar. While Tlehar is not typically as strict in her justice as her counterparts, she shows no mercy to those who hurt the ones they claim to love. She may be willing to forgive those who offer sincere repentance, but the lioness of the dawn has a will of iron. She believes that sometimes, protecting the hope of a better tomorrow means destroying those who cast darkness over the future.</p>\n<p><strong>Edicts</strong> give yourself fully to everything you attempt, always maintain hope that tomorrow will be a better day, treasure every gift you are given by those who matter to you.</p>\n<p><strong>Anathema</strong> lose your motivation to your regrets, spread despair, treat a loved one poorly</p>\n<h2>Avatar</h2>\n<p>When casting the <em>@UUID[Compendium.pf2e.spells-srd.ckUOoqOM7Kg7VqxB]</em> spell, a worshipper of Tlehar gains the following additional abilities.</p>\n<p><strong>Tlehar</strong> Speed 50 feet, Fly speed 70 feet, cannot be @UUID[Compendium.pf2e.conditionitems.eIcWbB5o3pP6OIMe]</p>\n<p>Melee <span class=\"pf2-icon\">1</span> morningstar (versatile piercing, reach 15 feet), Damage [[/r (6d6+6)[bludgeoning]]] damage</p>\n<p>Ranged <span class=\"pf2-icon\">1</span> morning light (range increment 120 feet), Damage [[/r (3d6+3)[fire]]] and [[/r (3d6+3)[positive]]] damage</p>"},"domains":{"alternate":["change","creation","vigil","zeal"],"primary":["cities","healing","passion","sun"]},"font":["heal"],"rules":[],"skill":"cra","slug":"tlehar","source":{"value":"Pathfinder Lost Omens: Legends"},"spells":{"1":"Compendium.pf2e.spells-srd.szIyEsvihc5e1w8n","3":"Compendium.pf2e.spells-srd.IihxWhRfpsBgQ5jS","5":"Compendium.pf2e.spells-srd.y0Vy7iNL3ET8K00C"},"weapons":["morningstar"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"McTuyk7eqoBxayXw","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp"},"pf2e":{"grantedBy":{"id":"6pFuCZcVzXoHR3c1","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/warpriest.webp","name":"Warpriest","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have trained in the more militant doctrine of your church, focusing on both spells and battle.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.xxkszluN9icAiTO4]{First Doctrine (1st)}</strong> You're trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction to reduce damage with a shield. If your deity's weapon is simple weapon or an unarmed attack, you gain the @UUID[Compendium.pf2e.feats-srd.DfLkIIg2reyYW3a8] cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX]{Second Doctrine (3rd)}</strong> You're trained in martial weapons.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.Zp81uTBItG1xlH4O]{Third Doctrine (7th)}</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.px3gVYp7zlEQIpcl]{Fourth Doctrine (11th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.kmimy4VOaoEOgOiQ]{Fifth Doctrine (15th)}</strong> Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.N1ugDqZlslxbp3Uy]{Final Doctrine (19th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.cleric","value":{"fifthDoctrine":"Compendium.pf2e.classfeatures.kmimy4VOaoEOgOiQ","finalDoctrine":"Compendium.pf2e.classfeatures.N1ugDqZlslxbp3Uy","firstDoctrine":"Compendium.pf2e.classfeatures.xxkszluN9icAiTO4","fourthDoctrine":"Compendium.pf2e.classfeatures.px3gVYp7zlEQIpcl","secondDoctrine":"Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX","thirdDoctrine":"Compendium.pf2e.classfeatures.Zp81uTBItG1xlH4O"}}],"slug":"warpriest","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"uUzZAJJ56TOl0rLT","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"4HIJx9NWZ93WQ1oP","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":"4HIJx9NWZ93WQ1oP","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.xxkszluN9icAiTO4"},"pf2e":{"grantedBy":{"id":"81F99a0fvyQSKqSz","onDelete":"cascade"},"itemGrants":{"shieldBlock":{"id":"uUzZAJJ56TOl0rLT","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/warpriest.webp","name":"First Doctrine (Warpriest)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You're trained in light and medium armor, and you have expert proficiency in Fortitude saves.</p>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction to reduce damage with a shield.</p>\n<p>If your deity's weapon is a simple weapon or an unarmed attack, you gain the @UUID[Compendium.pf2e.feats-srd.DfLkIIg2reyYW3a8] cleric feat.</p>\n<p>At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.light.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.fortitude.rank","value":2},{"flag":"shieldBlock","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.light.rank","predicate":[{"gte":["self:level",13]},"feature:divine-defense"],"value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","predicate":[{"gte":["self:level",13]},"feature:divine-defense"],"value":2}],"slug":"first-doctrine-warpriest","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"UNTi8XsySdPWvEvK","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"deadlySimplicity":{"id":"aVdfPEoxzpjw9A81","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":"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.DfLkIIg2reyYW3a8"},{"flag":"deadlySimplicity","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":"aVdfPEoxzpjw9A81","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.DfLkIIg2reyYW3a8"},"pf2e":{"grantedBy":{"id":"UNTi8XsySdPWvEvK","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Deadly Simplicity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your deity's weapon is especially powerful in your hands. When you are wielding your deity's favored weapon, increase the damage die size of that weapon by one step. If your deity's favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"deity with a simple or unarmed attack favored weapon"},{"value":"trained with your deity's favored weapon"}]},"rules":[{"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":"deadly-simplicity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5HIEaqoY9h7PlAtJ","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Prepared Spells","sort":0,"system":{"ability":{"value":"wis"},"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":"DzVRl6hZjGFhacXc"},"1":{"id":"iuyOTVqZaGmcXQEK"},"2":{"id":"doAqTaxKPgnAAB2I"},"3":{"id":"5ggHJYyORwZ5AWsX"},"4":{"id":"Y24ejObOhiNYouin"}},"value":0},"slot1":{"max":2,"prepared":{"0":{"id":"WcwcIuI6mWiABsC8"},"1":{"id":"FnkwuXRtOQhH12xW"}},"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"n9CGlUQykZS8D2Bo","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Healing Font","sort":0,"system":{"ability":{"value":"wis"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"innate"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"6h6TeRzTnwL6aKjF","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,"uses":{"max":2,"value":2},"value":"n9CGlUQykZS8D2Bo"},"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":"DzVRl6hZjGFhacXc","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":"5HIEaqoY9h7PlAtJ"},"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":"iuyOTVqZaGmcXQEK","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":"5HIEaqoY9h7PlAtJ"},"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":"doAqTaxKPgnAAB2I","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":"5HIEaqoY9h7PlAtJ"},"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":"5ggHJYyORwZ5AWsX","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. 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":"5HIEaqoY9h7PlAtJ"},"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":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"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":"Y24ejObOhiNYouin","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":"5HIEaqoY9h7PlAtJ"},"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":"WcwcIuI6mWiABsC8","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":"5HIEaqoY9h7PlAtJ"},"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":"FnkwuXRtOQhH12xW","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":{"value":"5HIEaqoY9h7PlAtJ"},"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":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"AO4sS3DlEPZdhDLR","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":"5HIEaqoY9h7PlAtJ"},"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":"jVHp4WdE7RuU05Bj","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.c58wczIzH2gzeXQL"}},"img":"systems/pf2e/icons/equipment/weapons/club.webp","name":"Club","sort":0,"system":{"MAP":{"value":""},"baseItem":"club","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d6"},"description":{"value":"<p>This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood.</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":"club","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["thrown-10"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"MrIBmVBFA5x7nkh8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5fu6dCtqhdBnHNqh"}},"img":"systems/pf2e/icons/equipment/weapons/morningstar.webp","name":"Morningstar","sort":0,"system":{"MAP":{"value":""},"baseItem":"morningstar","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d6"},"description":{"value":"<p>This weapon has a short shaft ending in a metal ball studded with spikes.</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":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":"morningstar","source":{"value":"Pathfinder Core Rulebook"},"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":"qKhM8AND4jxoejCu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Kf4eJEXnFPuAsseP"}},"img":"systems/pf2e/icons/equipment/armor/chainmail.webp","name":"Chain Mail","sort":0,"system":{"armor":{"value":4},"baseItem":"chain-mail","category":"medium","check":{"value":-2},"containerId":null,"description":{"value":"<p>A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.</p>"},"dex":{"value":1},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"2"},"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":6}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"chain-mail","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":-5},"stackGroup":null,"strength":{"value":16},"traits":{"rarity":"common","value":["flexible","noisy"]},"usage":{"value":"wornarmor"},"weight":{"value":"3"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"UHn7EV9Dw3xAQSce","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Yr9yCuJiAlFh3QEB"}},"img":"systems/pf2e/icons/equipment/shields/steel-shield.webp","name":"Steel Shield","sort":0,"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":"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":"K1UrLvGGKrYHXH78","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":"LloLdwG9rn3Mzg19","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.plplsXJsqrdqNQVI"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/religious-symbol-wooden.webp","name":"Religious Symbol (Wooden)","sort":0,"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","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":[{"domain":"all","key":"RollOption","option":"has-religious-symbol","requiresEquipped":false}],"size":"med","slug":"religious-symbol-wooden","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":"Ma0IUmvTKMDih7bH","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":"jGvhZhkkaNYe48im","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":8,"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"}],"name":"Ufi","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":17},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["wis","str","cha","con"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"<p>An orphan raised in the Mugumo Plains by doting farmers, Ufi always enjoyed the simple things in life. He grew to be a strong, thoughtful young man, eager to help harvest crops, build farmhouses, or haul furniture. Ufi loved his family and his village and considered himself blessed by the love they showed him in return.</p>\n<p>During an outing to collect wood, Ufi discovered an ancient set of stone beads engraved with an intricate design resembling rays of light. A passing pilgrim took note of the beads and identified them as sacred to Tlehar, an ancient goddess once worshipped in the city of Mzali. The pilgrim told the village that Ufi was blessed by Tlehar, destined for greater things, and he recommended Ufi hone his skills at the Magaambya. Ufi felt uncertain about leaving his village, but he traveled with the pilgrim to Nantambu, learning of Tlehar's lore along the way. He now wishes to learn as much as he can about magic and his new faith, and he hopes to protect his classmates and make his village proud.</p>\n<p>Ufi likes all his fellow students, but he's particularly captivated by Zane's easygoing demeanor and wit.</p>","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"","value":"Tlehar"},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":"Mwangi Expanse"},"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":1},"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":["mwangi"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.dezjxiDtBdnBiurc"}}}
{"_id":"laZsLWc38QXHfos0","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/leshy.svg","items":[{"_id":"1yjZbUwXJPcTIN7e","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.wNnsjird4OQe0s6p"}},"img":"systems/pf2e/icons/features/ancestry/goudy-leshy.webp","name":"Gourd Leshy","sort":0,"system":{"ancestry":{"name":"Leshy","slug":"leshy","uuid":"Compendium.pf2e.ancestries.cdhgByGG1WtuaK73"},"description":{"value":"<p>You have a large gourd for a skull. Your knowledge comes from within your spirit, rather than a physical brain, and you have found a handier use for the space inside your head. You can store a collection of up to 1 Bulk of objects within your head. The DC of checks to @UUID[Compendium.pf2e.actionspf2e.RDXXE7wMrSPCLv5k] objects from inside your head increases by 4. Additionally, if you store only one object within your head, you can draw it effortlessly into your hand as part of another action to use the object. Drawing the item grants this other action the manipulate trait.</p>"},"rules":[{"domain":"all","key":"RollOption","option":"gourd-head","toggleable":true},{"key":"FlatModifier","label":"PF2E.SpecificRule.ToggleProperty.GourdHead","predicate":["gourd-head"],"selector":"perception","type":"untyped","value":4}],"slug":"gourd-leshy","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"eoEFtHAeeTkXTA1W","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":"uw6ogiXjOX4hzntn","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Leshy 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":"GGKuWrLNGPcKwl51","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.cdhgByGG1WtuaK73"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/leshy.svg","name":"Leshy","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","elven","gnomish","goblin","halfling","undercommon"]},"boosts":{"0":{"value":["con"]},"1":{"value":["wis"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Guardians and emissaries of the environment, leshies are immortal spirits of nature temporarily granted a physical form.</em></p>\n<hr />\n<p>Leshies are 'born' when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, and so they do not depend upon these druids for care, though</p>\n<p>Not all leshies have a strong enough spirit to strike off completely on their own, however. Weaker nature spirits can form only tenuous bonds that are just strong enough to animate Tiny bodies. These spirits become leshy familiars, acting as companions to their druid creators. Independent leshies are often protective of such leshy familiars, advocating for them to be treated with dignity and respect.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Act as a traveling agent for natural guardians who are unable to leave their territories.</li>\n<li>Encourage civilizations you encounter to cooperate with nature and build their cities in ecologically friendly ways.</li>\n<li>Become attached to new friends you make on your journeys.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Think of you as a curiosity due to your spiritual origins.</li>\n<li>Judge you by your looks, treating you sweetly if you are cute or reacting with horror if you are frightening.</li>\n<li>Assume you know only about nature and are unfamiliar with civilization and society.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Due to the nature of the ritual used to create a leshy, leshies begin their lives as adults. As spirits, they do not age, and a leshy could potentially remain in the same vessel forever—though leshies rarely consider this outcome to be desirable.</p>\n<h2>Society</h2>\n<p>Though guardian leshies often congregate, traveling leshies are not naturally drawn to others of their own kind. To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. A betrayed leshy might not directly attack those who slight them, but they might withdraw support at a critical moment or leave their betrayers to get lost in the wilderness.</p>\n<p>Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though those familiar with leshies know that this predisposition is far from absolute. Leshies often take pride in their own appearances and appreciate beauty of all kinds in others, but they rarely form judgments based on physical appearance. Leshies' genders are determined by the spirits that inhabit their bodies. Leshies tend to gravitate toward plant bodies that match their genders. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely.</p>\n<h2>Alignment and Religion</h2>\n<p>A leshy can be of any alignment, depending on what spirit inhabits their body, but their outlook often includes a neutral element. Religion is not particularly significant to most leshies. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature that act as regional guardians.</p>\n<h2>Adventurers</h2>\n<p>Some backgrounds are particularly suitable for adventuring leshies, especially those backgrounds with a tie to the natural world, such as hunter, nomad, or scout. Nature-themed classes such as druid and ranger are popular choices for leshies. As druids, leshies gravitate toward the leaf order. Bard is also a good fit for leshies with a love of storytelling; such leshies often inhabit vine leshy bodies.</p>\n<h2>Names</h2>\n<p>Leshies choose and change their names multiple times throughout their lives. These names often represent a facet of their personalities or values, though another common naming convention is to use descriptions of a natural feature they admire. Some leshies even use a cycle of names that changes to align with natural phenomena, such as names based upon the season or the time of day.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Leshy 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, Wisdom, Free</p>\n<p><strong>Ability Flaw</strong> Intelligence</p>\n<p><strong>Languages</strong> Common, Sylvan</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Undercommon, 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>Plant Nourishment</strong> You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).</p>"},"flaws":{"0":{"value":["int"]}},"hp":8,"items":{"32oz7":{"img":"systems/pf2e/icons/features/ancestry/plant-nourishment.webp","level":"1","name":"Plant Nourishment","uuid":"Compendium.pf2e.ancestryfeatures.Sm3tKetM6kddTio3"}},"languages":{"custom":"","value":["common","sylvan"]},"reach":5,"rules":[],"size":"sm","slug":"leshy","source":{"value":"Pathfinder Lost Omens: Character Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["leshy","plant"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"IcOwXhC7vrsBZN13","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.Sm3tKetM6kddTio3"}},"img":"systems/pf2e/icons/features/ancestry/plant-nourishment.webp","name":"Plant Nourishment","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).</p>"},"level":{"value":0},"location":"GGKuWrLNGPcKwl51","prerequisites":{"value":[]},"rules":[],"slug":"plant-nourishment","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":["leshy"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"eLI3vBCbSouapTsE","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":"str","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":"SBO66ZE3BCQo9ZfB","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":"eLI3vBCbSouapTsE","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":"8ZRJVYKnqTyYDozk","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":"WzUeidm2eatmiWZB","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.8STJEFVJISujgpMR"},"pf2e":{"itemGrants":{"leafOrder":{"id":"sJ8uK6zd0dWrOsZG","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":"8ZRJVYKnqTyYDozk","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.u4nlOzPj2WHkIj9l"},{"flag":"leafOrder","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":"Y98RR3lvmHrZ3IMl","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":"8ZRJVYKnqTyYDozk","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":"kaeigzPbKuD44Mya","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":"8ZRJVYKnqTyYDozk","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":"BLiU1YlPl7jvsgMk","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":"8ZRJVYKnqTyYDozk","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":"37UWrA9LPXtnW66f","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"VSKDJpdTRZZTo9xM","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":"8ZRJVYKnqTyYDozk","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":"8AabL72m63OsLXTh","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":"8ZRJVYKnqTyYDozk","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":"5cfr7VlEL0BPAZYx","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":"8ZRJVYKnqTyYDozk","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":"RdHvDxLYmGdcGuE2","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. 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Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"leaf order"}]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.familiarAbilities.value","priority":9,"value":2}],"slug":"leshy-familiar","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"sJ8uK6zd0dWrOsZG","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.u4nlOzPj2WHkIj9l"},"pf2e":{"grantedBy":{"id":"WzUeidm2eatmiWZB","onDelete":"cascade"},"itemGrants":{"leshyFamiliar":{"id":"JRfqYCRGe0PGU8Q6","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/leaf.webp","name":"Leaf Order","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You revere plants and the bounty of nature, acting as both a gardener and warden for the wilderness, teaching sustainable techniques to communities, and helping areas regrow after disasters or negligent humanoid expansion. You are trained in Diplomacy.</p>\n<p>You also gain the @UUID[Compendium.pf2e.feats-srd.7y1BCJLrdk9mKXlc] druid feat. You gain the <em>@UUID[Compendium.pf2e.spells-srd.vQuwLqtFFYt0K15N]</em> order spell, and you increase the number of Focus Points in your focus pool by 1. Committing wanton cruelty to plants or fungi or killing them unnecessarily is anathema to your order.</p>\n<p>(This doesn't prevent you from defending yourself against plants or fungi or harvesting them when necessary for survival.)</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.dip.rank","value":1},{"key":"ActiveEffectLike","mode":"add","path":"system.resources.focus.max","predicate":["class:druid"],"value":1},{"flag":"leshyFamiliar","key":"GrantItem","predicate":["class:druid"],"uuid":"Compendium.pf2e.feats-srd.7y1BCJLrdk9mKXlc"}],"slug":"leaf-order","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["druid"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VSKDJpdTRZZTo9xM","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"37UWrA9LPXtnW66f","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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You also become trained in Leshy Lore.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"leshy-lore","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":["leshy"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Dv6EbFNUMNQQZYdh","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.N7dTFxpjXGn4ddq8"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Enhanced Familiar","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>(Druid)</strong> You infuse your familiar with additional primal energy, increasing its abilities.</p>\n<p><strong>(Magus)</strong> You infuse your familiar with more magical energy.</p>\n<p><strong>(Sorcerer, Wizard, Witch)</strong> You infuse your familiar with additional magical energy.</p>\n<p><strong>(Thaumaturge)</strong> By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy.</p>\n<hr />\n<p>You can select four familiar or master abilities each day, instead of two.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[{"value":"a familiar"}]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.attributes.familiarAbilities.value","priority":9,"value":4}],"slug":"enhanced-familiar","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["druid","magus","sorcerer","thaumaturge","witch","wizard"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"gDX0TyDS6JFxCF98","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.urQZwmzg2kS53vd5"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Experienced Tracker","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a -5 penalty to your Survival check. If you're a master in Survival, you don't take the -5 penalty. If you're legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Survival"}]},"rules":[],"slug":"experienced-tracker","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0Wy5qngnnj8sAbf5","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":"XoC0svcQ5zLDhUw6","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal Prepared Spells","sort":0,"system":{"ability":{"value":"wis"},"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":"Noy3Mvdmn1WDVntT"},"1":{"id":"Api3L7TUWQiyi7Hm"},"2":{"id":"OxOp84VtMFJQvBPu"},"3":{"id":"cqM2xVI6mGBYOs89"},"4":{"id":"0xnI0Pm0HjLL4vdV"}},"value":0},"slot1":{"max":3,"prepared":{"0":{"id":"ARNyNfIOcGG4222U"},"1":{"id":"9qfy1BpdbPM9IVBM"},"2":{"id":"FMUElVCfWuulTUBQ"}},"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":2,"prepared":{"0":{"id":"XxfehM3ZwKSm409n"},"1":{"id":"kMUrgi8LcB8RTzMV"}},"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":"0rOAxxkHnv1nux9q","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":"Noy3Mvdmn1WDVntT","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":"XoC0svcQ5zLDhUw6"},"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":"Api3L7TUWQiyi7Hm","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":"XoC0svcQ5zLDhUw6"},"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":"OxOp84VtMFJQvBPu","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":"XoC0svcQ5zLDhUw6"},"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":"cqM2xVI6mGBYOs89","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. 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":"XoC0svcQ5zLDhUw6"},"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":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"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":"0xnI0Pm0HjLL4vdV","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.uZK2BYzPnxUBnDjr"}},"img":"systems/pf2e/icons/spells/tanglefoot.webp","name":"Tanglefoot","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 vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.</p>\n<hr />\n<p><strong>Critical Success</strong> The target gains the @UUID[Compendium.pf2e.conditionitems.eIcWbB5o3pP6OIMe] condition and takes a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the @UUID[Compendium.pf2e.conditionitems.eIcWbB5o3pP6OIMe] condition.</p>\n<p><strong>Success</strong> The target takes a -10-foot circumstance penalty to its Speeds for 1 round. 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":"XoC0svcQ5zLDhUw6"},"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":"ARNyNfIOcGG4222U","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.aEM2cttJ2eYcLssW"}},"img":"systems/pf2e/icons/spells/fleet-step.webp","name":"Fleet Step","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 gain a +30-foot status bonus to your Speed.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.ThFug45WHkQQXcoF]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"XoC0svcQ5zLDhUw6"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"fleet-step","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"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":"9qfy1BpdbPM9IVBM","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.s3abwDbTV43pGFFW"}},"img":"systems/pf2e/icons/spells/shillelagh.webp","name":"Shillelagh","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 grows vines and leaves, brimming with primal energy. The target becomes a <em>+1 striking weapon</em> while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.deG1dtfuQph03Kkg]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"XoC0svcQ5zLDhUw6"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"shillelagh","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 club or staff you hold"},"time":{"value":"2"},"traditions":{"value":["primal"]},"traits":{"rarity":"common","value":["plant"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"FMUElVCfWuulTUBQ","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":"XoC0svcQ5zLDhUw6"},"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":"XxfehM3ZwKSm409n","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":"XoC0svcQ5zLDhUw6"},"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":"kMUrgi8LcB8RTzMV","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.J6vNvrUT3b1hx2iA"}},"img":"systems/pf2e/icons/spells/entangle.webp","name":"Entangle","sort":0,"system":{"ability":{"value":""},"area":{"details":"all squares in a 20-foot-radius burst that contain plants","type":"burst","value":20},"category":{"value":"spell"},"components":{"focus":false,"material":false,"somatic":true,"verbal":true},"cost":{"value":""},"damage":{"value":{}},"description":{"value":"<p><strong>Area</strong> all squares in a 20-foot burst that contain plants or fungi</p>\n<p>Plants and fungi in the area entangle creatures. 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. Creatures can attempt to Escape at entangle's DC to remove these effects.</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":2},"location":{"value":"XoC0svcQ5zLDhUw6"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"120 feet"},"rules":[],"save":{"basic":"","value":"reflex"},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"entangle","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"save"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["primal"]},"traits":{"rarity":"common","value":["plant"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"bKG16BWMrk4Kte2E","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.vQuwLqtFFYt0K15N"}},"img":"systems/pf2e/icons/spells/goodberry.webp","name":"Goodberry","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":"healing"},"value":"1d6+4"}}},"description":{"value":"<p>You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.ppVKJY6AYggn2Fma]</p>\n<hr />\n<p><strong>Heightened (+1)</strong> You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.</p>\n<p>[[/r (@item.level)d6+(@item.level)*4[positive]]]{Consume All Berries}</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"0rOAxxkHnv1nux9q"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"goodberry","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"heal"},"sustained":{"value":false},"target":{"value":"1 ripe berry"},"time":{"value":"2"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["druid","healing"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"JJgWUy3RBEt94VLn","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":"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":null},"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":null},"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":"hW4slizjnRIGTt2L","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.AnwzlOs0njF9Jqnr"}},"img":"systems/pf2e/icons/equipment/armor/hide.webp","name":"Hide Armor","sort":0,"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":null},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"resiliencyRune":{"value":null},"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":"PDeESy2hiQ3ZOwHv","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":"6361b9kzu6X8b8JI","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":"iuqdKWScO66UmTiS","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.QbOlqr4lSkeOEfty"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/holly-and-mistletoe.webp","name":"Holly and Mistletoe","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature.</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":{}},"quantity":1,"rules":[],"size":"med","slug":"holly-and-mistletoe","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":"w0bfkMU2wRTjxam3","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.BANLXq8FhwqsDu0v"}},"img":"systems/pf2e/icons/equipment/held-items/wondrous-figurine-onyx-dog.webp","name":"Wondrous Figurine (Onyx Dog named Midnight)","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">D</span> command, Interact</p>\n<hr />\n<p><strong>Effect</strong> You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency (if any), appear in its entry below.</p>\n<p>If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.</p>\n<hr />\n<p>This simple onyx statue transforms into a @UUID[Compendium.pf2e.pathfinder-bestiary.QRRX82FIjBKd8pzs].</p>\n<p>The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed.</p>\n<p>The onyx dog can be activated once per week and remains in its form for up to 6 hours.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":2},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":34}},"quantity":1,"rules":[],"size":"med","slug":"wondrous-figurine-onyx-dog","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["conjuration","magical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"kl3wVlma3copyhmH","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":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":4}},"quantity":2,"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":"uNtQmjzFLPRmikX0","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Enlarge (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.wzctak6BxOW8xvFV]</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.wzctak6BxOW8xvFV"}},"img":"systems/pf2e/icons/spells/enlarge.webp","name":"Enlarge","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>Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1}. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.sPCWrhUHqlbGhYSD]</p>\n<hr />\n<p><strong>Heightened (4th)</strong> The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature. @UUID[Compendium.pf2e.spell-effects.41WThj17MZBXTO2X]</p>\n<p><strong>Heightened (6th)</strong> Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures.</p>"},"duration":{"value":"5 minutes"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"6":{"target":{"value":"10 willing creatures"}}},"type":"fixed"},"level":{"value":2},"location":{"heightenedLevel":2,"value":""},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"enlarge","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 willing creature"},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["polymorph"]}},"type":"spell"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","scroll","arcane","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"}],"name":"Bottlespeaker","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":38},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["wis","str","con","dex"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"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","levelBump":false,"playerNumber":null,"reputation":{"EA":null,"GA":null,"HH":null,"RO":null,"VS":null,"VW":null},"school":null},"resources":{"crafting":{"infusedReagents":{}},"focus":{"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":1},"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":[]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.laZsLWc38QXHfos0"}}}
{"_id":"lpIV82IVlgatyQvO","img":"systems/pf2e/icons/default-icons/npc.svg","items":[{"_id":"58wYsfCW8L7k4piA","flags":{"pf2e":{"itemGrants":{"animalCompanion":{"id":"EyN0AAMq2zxfYVP5","onDelete":"detach"},"catSupportBenefit":{"id":"Tm3SrwGjGQ3QaDGT","onDelete":"detach"}}}},"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> 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},{"flag":"animalCompanion","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},{"flag":"catSupportBenefit","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","voluntaryBoosts":{},"voluntaryFlaws":{},"schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"EyN0AAMq2zxfYVP5","flags":{"pf2e":{"grantedBy":{"id":"58wYsfCW8L7k4piA","onDelete":"cascade"}}},"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","phase":"beforeDerived","predicate":["self:specialized"],"value":4},{"key":"ActiveEffectLike","mode":"add","path":"system.abilities.dex.value","phase":"beforeDerived","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":"Tm3SrwGjGQ3QaDGT","flags":{"pf2e":{"grantedBy":{"id":"58wYsfCW8L7k4piA","onDelete":"cascade"}}},"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":"common","value":[]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"}],"name":"Precious","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":11},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"min":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"N"},"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/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"gender":{"value":""},"height":{"value":""},"heritage":{"value":""},"keyability":{"value":"str"},"level":{"min":1,"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":0}},"saves":{"fortitude":{"rank":1,"value":0},"reflex":{"rank":1,"value":0},"will":{"rank":1,"value":0}},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"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":1},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":[]},"rarity":"common","senses":[{"exceptions":"","label":"Low-Light Vision","type":"lowLightVision","value":""},{"type":"scent","value":30}],"value":["minion"]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.lpIV82IVlgatyQvO"}}}
{"_id":"mgTDmRdQYUVHBs9V","img":"systems/pf2e/icons/default-icons/character.svg","items":[{"_id":"F7pEmp8SYfzdngDx","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":"rIVMrNhbzDTTkz2C","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":"cha","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":"t28t7dfsczh2tqMP","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"lengthyDiversion":{"id":"nvEqABSpSP3SCNGF","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.HEBXaS656MZTiWFu"},{"flag":"lengthyDiversion","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":"nvEqABSpSP3SCNGF","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.HEBXaS656MZTiWFu"},"pf2e":{"grantedBy":{"id":"t28t7dfsczh2tqMP","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Lengthy Diversion","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[{"value":"trained in Deception"}]},"rules":[],"slug":"lengthy-diversion","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"IAjmeihiPlR8FQoQ","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.0wzTmGUb8yvzMrO0"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Back-Alley Doctor","sort":0,"system":{"boosts":{"0":{"selected":"wis","value":["con","wis"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You're the medic many turn to when a more official clinic or healer might not be available. You may specialize in stitching up bullet wounds or have a standing, confidential deal with a criminal syndicate to provide your services any time of day or night. In either case, you've perhaps turned to the adventuring life because a former client is unhappy with your work or members of the local constabulary have been asking too many questions.</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 Medicine skill and the Underworld Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.bkZgWFSFV4cAf5Ot] skill feat.</p>"},"items":{"n6uq0":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Risky Surgery","uuid":"Compendium.pf2e.feats-srd.bkZgWFSFV4cAf5Ot"}},"rules":[],"slug":"back-alley-doctor","source":{"value":"Pathfinder Guns & Gears"},"trainedLore":"Underworld","trainedSkills":{"custom":"","value":["med"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"4cXcr701bV5MGufZ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.bkZgWFSFV4cAf5Ot"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Risky Surgery","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], you can deal [[/r 1d8[slashing]]] damage to your patient just before applying the effects of Treat Wounds.</p>\n<p>If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.</p>"},"level":{"value":1},"location":"IAjmeihiPlR8FQoQ","prerequisites":{"value":[{"value":"trained in Medicine"}]},"rules":[{"domain":"medicine","key":"RollOption","option":"risky-surgery","toggleable":true},{"key":"FlatModifier","predicate":["risky-surgery"],"selector":"medicine","type":"circumstance","value":2},{"key":"Note","predicate":["risky-surgery"],"selector":"medicine","text":"When you @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], you can deal [[/r 1d8[slashing]]] damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.","title":"{item|name}"}],"slug":"risky-surgery","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"KUmklVDY8EnVmRGG","flags":{"core":{"sourceId":"Compendium.pf2e.classes.Z9li154CPNmun29Q"}},"img":"systems/pf2e/icons/classes/gunslinger.webp","name":"Gunslinger","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"Simple Firearms, Martial Firearms","rank":2},"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>While some fear projectile weapons, you savor the searing flash, wild kick, and cloying smoke that accompanies a gunshot, or snap of the cable and telltale thunk of your crossbow just before your bolt finds purchase. Ready to draw a bead on an enemy at every turn, you rely on your reflexes, steady hand, and knowledge of your weapons to riddle your foes with holes.</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: 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 Gunslinger</h1>\n<h2>During Combat Encounters...</h2>\n<p>You strike from range with your firearms, seeking to defeat your opponents before they can pose a true threat. Depending on your choice of weapon, you might prefer to strike your opponent from a hidden position before they ever realize you're there, dash through a frenzied melee with pistols blazing, or glide effortlessly across the battlefield, waiting for the perfect moment to end the conflict with a single, well-placed shot.</p>\n<h2>During Social Encounters...</h2>\n<p>You have a keen eye and can see things coming from farther than most. You might not be the life of the party, but your companions know to pay attention when your subtle nod or concerned grunt indicates that something's amiss.</p>\n<h2>While Exploring...</h2>\n<p>You scout the group's position for incoming threats and help search for secret doors and @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] passages, keeping a weather eye out for unexpected threats.</p>\n<h2>In Downtime...</h2>\n<p>You might craft ammunition or keep your complex weapons clean and maintained, and you might look for work that matches your unique talents, such as working as a blacksmith, engineer, or part of the local watch. You might wander from town to town, or stay put for a spell to enjoy the silence that lingers between gunfights.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Seek out areas of great conflict where your unique choice of weaponry can help build your reputation.</li>\n<li>Explore new horizons, trusting your honed senses and deadly weapon to keep you safe.</li>\n<li>Demonstrate extensive knowledge about various types of guns and ammunition, along with curiosity about the latest in gun technology.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that since you know how your gun works, you must also understand how to resolve other mechanical challenges.</li>\n<li>Underestimate you at first glance, thinking you rely on your gun because you lack any other skills.</li>\n<li>Respect your eternal vigilance, unyielding grit, and excellent aim.</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 one or more skills determined by your gunslinger's way</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 firearms and crossbows</p>\n<p>Expert in martial firearms and crossbows</p>\n<p>Trained in advanced firearms and crossbows</p>\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 gunslinger class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a gunslinger. 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, gunslinger's way, initial deed, gunslinger feat, singular expertise</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, skill increase, stubborne</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, gunslinger weapon mastery, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, skill increase, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Advanced deed, ancestry feat, gunslinger expertise, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Evasion, general feat, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, gunslinging legend, medium armor expertise, skill increase</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater deed, greater weapon specialization, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, juggernaut, shootist's edge, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, incredible senses, medium armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, gunslinger 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>Gunslinger's Way</h2>\n<p>All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats. The gunslinger ways are described in detail on page 108. The following ways are presented in this book.</p>\n<p><strong>Way of the Drifter</strong> You wander across the battlefield, equally at home in and out of the fray.</p>\n<p><strong>Way of the Pistolero</strong> You carefully maintain your distance at a duelist's 10 paces with pistol in hand.</p>\n<p><strong>Way of the Sniper</strong> You practice a methodical style of shooting, striking from far cover.</p>\n<p><strong>Way of the Vanguard</strong> You rely on a brutal combat style that uses heavy weapons and explosive attacks.</p>\n<h2>Gunslinger Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a gunslinger class feat.</p>\n<h2>Singular Expertise</h2>\n<p>You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.</p>\n<p>This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level, 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 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>Stubborn<span style=\"float:right\">Level 3</span></h2>\n<p>You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.</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>Gunslinger Weapon Mastery<span style=\"float:right\">Level 5</span></h2>\n<p>You fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms and crossbows. Your proficiency rank for advanced firearms and crossbows, simple weapons, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects for firearms and crossbows.</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 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 4 if you're legendary.</p>\n<h2>Advanced Deed<span style=\"float:right\">Level 9</span></h2>\n<p>You've learned a powerful new technique of your chosen way. You gain the advanced deed ability of the way you chose at 1st level.</p>\n<h2>Gunslinger Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>Your special shots become harder for opponents to predict or resist. Your proficiency rank for your gunslinger class DC increases to expert.</p>\n<h2>Evasion<span style=\"float:right\">Level 11</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>Gunslinging Legend<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned unique techniques for wielding firearms and crossbows that give you unmatched skill in their use. Your proficiency rank increases to legendary with simple and martial firearms and crossbows and to master with advanced firearms and crossbows. Your proficiency rank for simple weapons, martial weapons, and unarmed attacks increases to expert.</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>Greater Deed<span style=\"float:right\">Level 15</span></h2>\n<p>You've mastered the pinnacle technique of your chosen way. You gain the greater deed ability of the way you chose at 1st level.</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>Juggernaut<span style=\"float:right\">Level 17</span></h2>\n<p>Your body has become accustomed to physical hazards 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>Shootist's Edge<span style=\"float:right\">Level 17</span></h2>\n<p>You make shots others find impossible. Your proficiency rank for your gunslinger class DC increases to master. When using a ranged weapon in which you have master or greater proficiency, you ignore the penalty for attacking within the weapon's second and third range increments.</p>\n<h2>Incredible Senses<span style=\"float:right\">Level 19</span></h2>\n<p>You notice things that most people can't detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2>Medium Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light and medium armor improves, increasing your ability to dodge or absorb blows. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0f5gd":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":11,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"182it":{"img":"systems/pf2e/icons/features/classes/shootists-edge.webp","level":17,"name":"Shootist's Edge","uuid":"Compendium.pf2e.classfeatures.RkofVX55ciXZyfAA"},"1qqd9":{"img":"systems/pf2e/icons/features/classes/gunslinger-expertise.webp","level":9,"name":"Gunslinger Expertise","uuid":"Compendium.pf2e.classfeatures.aKr6OE8vI2BsJzf1"},"5m24f":{"img":"systems/pf2e/icons/features/classes/greater-deed.webp","level":15,"name":"Greater Deed","uuid":"Compendium.pf2e.classfeatures.yc9RuXXxmZ9YidH6"},"5vutv":{"img":"systems/pf2e/icons/features/classes/advanced-deed.webp","level":9,"name":"Advanced Deed","uuid":"Compendium.pf2e.classfeatures.3JLW5vPshsJf3nCY"},"6sihc":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":13,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"8ndxn":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Gunslinger's Way","uuid":"Compendium.pf2e.classfeatures.LDqVxLKrwEqSegiu"},"bskyv":{"img":"systems/pf2e/icons/features/classes/medium-armor-mastery.webp","level":19,"name":"Medium Armor Mastery","uuid":"Compendium.pf2e.classfeatures.cGMSYAErbUG5E8X2"},"emlsp":{"img":"systems/pf2e/icons/features/classes/gunslinging-legend.webp","level":13,"name":"Gunslinging Legend","uuid":"Compendium.pf2e.classfeatures.ULOAZWZEokbJC6Rq"},"g7b2s":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"gfou8":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":3,"name":"Stubborn","uuid":"Compendium.pf2e.classfeatures.Wpdeh6EkcAKA60oH"},"gpkfl":{"img":"systems/pf2e/icons/features/classes/singular-expertise.webp","level":1,"name":"Singular Expertise","uuid":"Compendium.pf2e.classfeatures.vXbk7Nm1TOTTUNvF"},"kh0qp":{"img":"systems/pf2e/icons/features/classes/gunslinger-weapon-mastery.webp","level":5,"name":"Gunslinger Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.9nRT8aq05Fy2D3i3"},"pi0ik":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":19,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"rqnn0":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"uq3mi":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":17,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"zmmy3":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"}},"keyAbility":{"value":["dex"]},"perception":2,"rules":[{"definition":["item:category:simple",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.SimpleFirearmsCrossbows","slug":"simple-firearms-crossbows","value":2},{"definition":["item:category:martial",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialFirearmsCrossbows","slug":"martial-firearms-crossbows","value":2},{"definition":["item:category:advanced",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.AdvancedFirearmsCrossbows","slug":"advanced-firearms-crossbows","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":"gunslinger","source":{"value":"Pathfinder Guns & Gears"},"trainedSkills":{"additional":3,"value":[]},"traits":{"rarity":"uncommon","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"i6EVNJbVI6VEdFyD","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.LDqVxLKrwEqSegiu"},"pf2e":{"itemGrants":{"wayOfTheDrifter":{"id":"Fef49vAyossRZBF0","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Gunslinger's Way","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.a3pSIKkDVTvvNSRO]</strong> You wander across the battlefield, equally at home in and out of the fray.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.qRLRrHf0kzaJ7xt0]</strong> You carefully maintain your distance at a duelist's 10 paces with pistol in hand.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.QWXvksGJhOjXbBqi]</strong> You practice a methodical style of shooting, striking from far cover.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.vB0yVFxJVZwalt2g]</strong> You rely on a brutal combat style that uses heavy weapons and explosive attacks.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.YryaWAGcHeaRnXzS]</strong> You prefer firearms that work well as weapons in both melee and ranged combat</p>"},"level":{"value":1},"location":"KUmklVDY8EnVmRGG","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 gunslinger class feature","predicate":["item:level:1","item:trait:gunslinger","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.a3pSIKkDVTvvNSRO"},{"value":"Compendium.pf2e.classfeatures.qRLRrHf0kzaJ7xt0"},{"value":"Compendium.pf2e.classfeatures.QWXvksGJhOjXbBqi"},{"predicate":["class:gunslinger"],"value":"Compendium.pf2e.classfeatures.OmgtSDV1FubDUqWR"},{"value":"Compendium.pf2e.classfeatures.vB0yVFxJVZwalt2g"},{"value":"Compendium.pf2e.classfeatures.YryaWAGcHeaRnXzS"}],"flag":"way","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Gunslinger.Way.Prompt","selection":"Compendium.pf2e.classfeatures.a3pSIKkDVTvvNSRO"},{"flag":"wayOfTheDrifter","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.way}"}],"slug":"gunslingers-way","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"oPA4jRmHWBq2Bahv","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.vXbk7Nm1TOTTUNvF"}},"img":"systems/pf2e/icons/features/classes/singular-expertise.webp","name":"Singular Expertise","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.</p>\n<p>This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.</p>"},"level":{"value":1},"location":"KUmklVDY8EnVmRGG","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"firearm-weapon-group-damage","type":"circumstance","value":1},{"key":"FlatModifier","predicate":["item:tag:crossbow"],"selector":"bow-weapon-group-damage","type":"circumstance","value":1}],"slug":"singular-expertise","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"XDeHgfDqomfuoR07","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Wpdeh6EkcAKA60oH"}},"img":"systems/pf2e/icons/features/classes/resolve.webp","name":"Stubborn","sort":600,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.</p>"},"level":{"value":3},"location":"KUmklVDY8EnVmRGG","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.will.rank","value":2}],"slug":"stubborn","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VuueGb9VWtVuTcAg","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.Uq2qy9aGNQ5JcPI1"},"pf2e":{"grantedBy":{"id":"Fef49vAyossRZBF0","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/FreeAction.webp","name":"Into the Fray","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Trigger</strong> You roll initiative.</p>\n<hr />\n<p>You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.</p>"},"requirements":{"value":""},"rules":[],"slug":"into-the-fray","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"5WlbgUaMhDIsBFA8","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.jSC5AYEfliOPpO3H"},"pf2e":{"grantedBy":{"id":"Fef49vAyossRZBF0","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Reloading Strike","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p><strong>Requirements</strong> You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty.</p>\n<hr />\n<p>You make a melee attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then Interact to reload. You don't need a free hand to reload in this way.</p>"},"requirements":{"value":""},"rules":[],"slug":"reloading-strike","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"Fef49vAyossRZBF0","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.a3pSIKkDVTvvNSRO"},"pf2e":{"grantedBy":{"id":"i6EVNJbVI6VEdFyD","onDelete":"cascade"},"itemGrants":{"intoTheFray":{"id":"VuueGb9VWtVuTcAg","onDelete":"detach"},"reloadingStrike":{"id":"5WlbgUaMhDIsBFA8","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/way-of-the-drifter.webp","name":"Way of the Drifter","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You're a wanderer traveling from land to land with your gun and a melee weapon as company. Maybe you learned to fight with blade and pistol as a Shackles pirate, mastered the hand cannon and katana in Minkai, or practiced with a hatchet and clan pistol in Dongun Hold. You win battles by relying on mobility and flexible use of your weapons.</p>\n<p><strong>Slinger's Reload</strong> @UUID[Compendium.pf2e.actionspf2e.jSC5AYEfliOPpO3H]</p>\n<p><strong>Deeds</strong> <em>Initial</em> @UUID[Compendium.pf2e.actionspf2e.Uq2qy9aGNQ5JcPI1]; <em>Advanced</em> @UUID[Compendium.pf2e.actionspf2e.4IxCKbGaEM9nUhld]; <em>Greater</em> @UUID[Compendium.pf2e.actionspf2e.YMhmebfXAoOFXeSB]</p>\n<p><strong>Way Skill</strong> Acrobatics</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"intoTheFray","key":"GrantItem","predicate":["class:gunslinger"],"uuid":"Compendium.pf2e.actionspf2e.Uq2qy9aGNQ5JcPI1"},{"flag":"reloadingStrike","key":"GrantItem","predicate":["class:gunslinger"],"uuid":"Compendium.pf2e.actionspf2e.jSC5AYEfliOPpO3H"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.acr.rank","value":1}],"slug":"way-of-the-drifter","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"4duThrzOedHwqIQT","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.PodajLVxqYSAqVox"},"pf2e":{"itemGrants":{"hitTheDirt":{"id":"G3jZVxB04bnlAM2h","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":"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.6LFBPpPPJjDq07fg"},{"flag":"hitTheDirt","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":"G3jZVxB04bnlAM2h","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.6LFBPpPPJjDq07fg"},"pf2e":{"grantedBy":{"id":"4duThrzOedHwqIQT","onDelete":"cascade"}}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Hit the Dirt!","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> A creature you can see attempts a ranged Strike against you.</p>\n<hr />\n<p>You fling yourself out of harm's way. You @UUID[Compendium.pf2e.actionspf2e.d5I6018Mci2SWokk]. Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60] after completing your Leap.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[],"slug":"hit-the-dirt","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"MRXmbTCKeWvQpDW1","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.sjChYEuEWPqndCSK"}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Dual-Weapon Reload","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p><strong>Requirements</strong> You're wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.</p>\n<hr />\n<p>You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one‑handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[],"slug":"dual-weapon-reload","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"k4YbXrIT2CNgHDiy","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.MJg24e9fJd7OASvF"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Medic Dedication","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You become an expert in Medicine.</p>\n<p>When you succeed with @UUID[Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt] or @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40.</p>\n<p>Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.</p>\n<hr />\n<p><strong>Special</strong> You can't select another dedication feat until you gain two other feats from the @UUID[Compendium.pf2e.journals.vx5FGEG34AxI2dow.JournalEntryPage.XWkyCVISmVtJ0ZY3]{Medic} archetype.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[{"value":"trained in Medicine"},{"value":"Battle Medicine"}]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.med.rank","value":2}],"slug":"medic-dedication","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["archetype","dedication"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FLqgWOmn4nhoTXyz","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Battle Medicine","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"skill","description":{"value":"<p><strong>Requirements</strong> You are holding or wearing healer's tools.</p>\n<hr />\n<p>You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], and restore a corresponding amount of Hit Points; this does not remove the @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.</p>\n<p><strong>Editors note</strong> Paizo has clarified the usage of worn tools:</p>\n<blockquote>Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit. This has been marked for future errata.</blockquote>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Medicine"}]},"rules":[],"slug":"battle-medicine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","healing","manipulate","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"By31z5OsQ8A6uSLu","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":"sWQnnVMNSFAvq8u7","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.4gWvfeDGTSAf9LAQ"}},"img":"systems/pf2e/icons/equipment/weapons/dragon-mouth-pistol.webp","name":"Dragon Mouth Pistol","sort":0,"system":{"MAP":{"value":""},"baseItem":"dragon-mouth-pistol","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>Similar to the blunderbuss, a dragon-mouth pistol fires pellets from a flared barrel. Though less powerful than a blunderbuss, the dragon-mouth pistol is appreciated for its portability and one-handed design. Though the name was coined because of the destructive belch of this handheld scatter weapon, many gunsmiths craft dragon-mouth pistols with elaborate embellishments that resemble a stylized dragon's maw framing the barrel.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"firearm","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":9}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":30,"reload":{"value":"1"},"rules":[],"selectedAmmoId":"EPkTyUZXh1qaiHME","size":"med","slug":"dragon-mouth-pistol","source":{"value":"Pathfinder Guns & Gears"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"uncommon","value":["concussive","scatter-5"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"CqdXCYcRGnTyVTpq","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.tHIb3ynOHj7dGiCH"}},"img":"systems/pf2e/icons/equipment/weapons/reinforced-stock.webp","name":"Reinforced Stock","sort":0,"system":{"MAP":{"value":""},"baseItem":null,"bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d4"},"description":{"value":"<p>A reinforced stock is a weighted crossbow, firearm haft, or grip customized for striking in melee.</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":{"sp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"reinforced-stock","source":{"value":"Pathfinder Guns & Gears"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["attached-to-crossbow-or-firearm","finesse","two-hand-d6"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"rOQTI5GCljnX0JAz","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ogv5nwwrc3sU8DnP"}},"img":"systems/pf2e/icons/equipment/weapons/dueling-pistol.webp","name":"Dueling Pistol","sort":0,"system":{"MAP":{"value":""},"baseItem":"dueling-pistol","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>Made for settling disputes when diplomacy fails, dueling pistols are finely crafted and made to fit easily into a holster or pocket. Noble and wealthy merchants in both Alkenstar and Dongun Hold often own matching pairs of dueling pistols in case they're called upon to address a challenge-though this practice has become increasingly rare in the modern age.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"firearm","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":12}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":60,"reload":{"value":"1"},"rules":[],"selectedAmmoId":"ypx3RVJX3aqDvW3j","size":"med","slug":"dueling-pistol","source":{"value":"Pathfinder Guns & Gears"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"uncommon","value":["concealable","concussive","fatal-d10"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"gQcVdAy0zg6Tx5ke","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.jm5gQnfvVeUiVfdW"}},"img":"systems/pf2e/icons/equipment/weapons/bayonet.webp","name":"Bayonet","sort":0,"system":{"MAP":{"value":""},"baseItem":null,"bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>This blade or spike can be attached to a crossbow or firearm but, unlike other attached weapons, can be wielded in one hand as its own weapon. When used as a separate weapon, it can't benefit from any runes or abilities that function only for attached weapons.</p>"},"equipped":{"carryType":"held","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":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"bayonet","source":{"value":"Pathfinder Guns & Gears"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["agile","attached-to-crossbow-or-firearm","finesse"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"VB0ayPtbaNqSu5Z3","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":"AqNsyP8oBP9WpAzE","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.QrNvP9SgnK9DrerA"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/lantern-bulls-eye.webp","name":"Lantern (Bull's Eye)","sort":0,"system":{"baseItem":null,"containerId":null,"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. Closing or opening the shutters takes an Interact action.</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":1}},"quantity":1,"rules":[{"key":"TokenEffectIcon","value":"systems/pf2e/icons/equipment/adventuring-gear/lantern-bulls-eye.webp"},{"key":"TokenLight","value":{"angle":90,"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":60,"color":"#9b7337","dim":120,"shadows":0.2}}],"size":"med","slug":"lantern-bulls-eye","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":"yttdJZMVG8C8yEMS","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":0,"system":{"baseItem":null,"containerId":null,"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":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":"1w0EIER667M5KlNh","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. 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A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.</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":null},"preciousMaterialGrade":{"value":null},"price":{"per":10,"value":{"sp":1}},"quantity":20,"rules":[],"size":"med","slug":"rounds-dragon-mouth-pistol","source":{"value":"Pathfinder Guns & Gears"},"stackGroup":"rounds10","traits":{"rarity":"common","value":["alchemical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"ypx3RVJX3aqDvW3j","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.FKPuzveKRNJhA1mi"}},"img":"systems/pf2e/icons/equipment/consumables/ammunition/rounds-small.webp","name":"Rounds (Dueling Pistol)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":"null","description":{"value":"<p>Firearms require ammunition consisting of a projectile and black powder. 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Doc was born in Absalom but has spent years traveling around the Inner Sea, using her skills as a medic and surgeon to pay her way. While Doc does have talent as a physician, she's also been known to overestimate that talent, leaving bereaved families and incensed sheriffs in her wake.</p>\n<p>Doc's skills aren't just limited to treating wounds and performing surgeries with various degrees of success, however. Doc has a pair of pistols she's affectionately named \"Problem\" and \"Solution\"; when she's in a situation she can't outrun or talk her way out of, Problem's razor-sharp bayonet or a spray of pellets from Solution often turn the tides back in her favor.</p>\n<p>Doc's guns have rested in their holsters for a few months now thanks to her intimidating new companion, Booker; she's spent the last few weeks playing cards and selling her services as a physician when the cards turn against her. Still, she's feeling that tingle in her feet telling her to run that usually means trouble is coming.</p>","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"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":{"weapon-group-firearm":{"breakdown":"","custom":true,"rank":2,"value":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":{"heroPoints":{"max":3,"value":1}},"saves":{"will":{"rank":2}},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":0},"dec":{"rank":1},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":2},"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":["kelish","tien"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.mgTDmRdQYUVHBs9V"}}}
{"_id":"oIfXnKl0KzboCYBH","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","items":[{"_id":"cYXvTU8RcnD73819","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Warfare Lore","sort":3000000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"UPdiypFbEUK1NbYO","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","name":"Kobold","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["aklo","dwarven","gnomish","infernal","terran","undercommon"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"con","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.</em></p>\n<hr />\n<p>Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own.</p>\n<p>If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons.</li>\n<li>Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes.</li>\n<li>Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that you are cowardly and won't stick around in the face of danger.</li>\n<li>Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses.</li>\n<li>Consider your claims of draconic power to be overblown, delusional, or endearing.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or—more rarely—vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60.</p>\n<p>The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar, whether that's the dragon they currently serve or the dragon type from which they're descended.</p>\n<h2>Society</h2>\n<p>Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.</p>\n<p>Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality.</p>\n<h2>Alignment and Religion</h2>\n<p>All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival.</p>\n<p>Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward Abadar's order or Shelyn's artistic flair. More sinister communities uphold Asmodeus and other archdevils as common patrons. The dragon deities Apsu and Dahak are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads.</p>\n<h2>Adventurers</h2>\n<p>Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace—and sometimes revenge. Typical kobold backgrounds include artisan, artist, criminal, hunter, miner, scout, and tinker, plus bandit, cultist, scavenger, and servant. Kobolds excel as bards, rangers, rogues, and sorcerers, though they also often channel their ingenuity as alchemists or wizards.</p>\n<h2>Names</h2>\n<p>A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz</p>\n<hr />\n<p><strong>PFS Note</strong> Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Kobold 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> Constitution</p>\n<p><strong>Languages</strong> Common, Draconic</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Gnomish, Infernal, 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>Draconic Exemplar</strong> You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the @UUID[Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig]{Draconic Exemplars table}.</p>"},"flaws":{"0":{"value":["con"]}},"hp":6,"items":{"xhq7h":{"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","level":"1","name":"Draconic Exemplar","uuid":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"languages":{"custom":"","value":["common","draconic"]},"reach":5,"rules":[],"size":"sm","slug":"kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","kobold"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"H4KSVX2YAppzeeyr","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","name":"Draconic Exemplar (Black Dragon)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the Draconic Exemplars table.</p>\n<h3><strong>Table 1-1 Draconic Exemplars</strong></h3>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Dragon</th>\n<th>Breath Weapon Shape</th>\n<th>Damage Type</th>\n<th>Saving Throw</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Cone</td>\n<td>Poison</td>\n<td>Fortitude</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Line</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n</tbody>\n</table>"},"level":{"value":0},"location":"UPdiypFbEUK1NbYO","prerequisites":{"value":[]},"rules":[{"adjustName":true,"choices":[{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Black","value":"black"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Blue","value":"blue"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Green","value":"green"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Red","value":"red"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.White","value":"white"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Brass","value":"brass"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Bronze","value":"bronze"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Copper","value":"copper"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Gold","value":"gold"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Silver","value":"silver"}],"flag":"draconicExemplar","key":"ChoiceSet","prompt":"PF2E.SpecificRule.DragonDisciple.Prompt","rollOption":"self:feature:draconic-exemplar","selection":"black"}],"slug":"draconic-exemplar","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Yu0CWUi9si8J2LDu","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.P8BP1un5BTrwXoBy"}},"img":"systems/pf2e/icons/features/ancestry/dragonscaled-kobold.webp","name":"Dragonscaled Kobold","sort":0,"system":{"ancestry":{"name":"Kobold","slug":"kobold","uuid":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"},"description":{"value":"<p>Your scales are especially colorful, possessing some of the same resistance a dragon possesses. You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar. Double this resistance against dragons' Breath Weapons.</p>"},"rules":[{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:black","self:feature:draconic-exemplar:copper"]}],"type":"acid","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:blue","self:feature:draconic-exemplar:bronze"]}],"type":"electricity","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":["self:feature:draconic-exemplar:green"],"type":"poison","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:red","self:feature:draconic-exemplar:gold","self:feature:draconic-exemplar:brass"]}],"type":"fire","value":"max(1,floor(@actor.level/2))"},{"key":"Resistance","predicate":[{"or":["self:feature:draconic-exemplar:white","self:feature:draconic-exemplar:silver"]}],"type":"cold","value":"max(1,floor(@actor.level/2))"}],"slug":"dragonscaled-kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"2yoUhBSEJJdL3jCn","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.r0kYIbN06Cv8eNG3"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Warrior","sort":0,"system":{"boosts":{"0":{"selected":"con","value":["con","str"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break out from the regimented structure of these forces, or you could have always been as independent a warrior as you are now.</p>\n<p>Choose two ability boosts. One must be to <strong>Strength</strong> or <strong>Constitution</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Intimidation skill, and the Warfare Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.xQMz6eDgX75WX2ce] skill feat.</p>"},"items":{"wkfyj":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Intimidating Glare","uuid":"Compendium.pf2e.feats-srd.xQMz6eDgX75WX2ce"}},"rules":[],"slug":"warrior","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Warfare Lore","trainedSkills":{"value":["itm"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"ECOYNHEHC4Ao7wyW","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":"2yoUhBSEJJdL3jCn","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":"BUlk6LrNe1dJi2ip","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":"rCyDnB7ysdJnLd8u","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.2goYo6VNbwC6aKF1"},"pf2e":{"itemGrants":{"bloodlineDemonic":{"id":"Rx8VUhaFsAwBvo0g","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":"BUlk6LrNe1dJi2ip","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.w5koctOVrEcpxTIq"},{"flag":"bloodlineDemonic","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":"6uepctpJcp5XuPIR","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":"BUlk6LrNe1dJi2ip","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":"u5WDUxpGqff2NhEx","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":"BUlk6LrNe1dJi2ip","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":"zSTLXZAJpIGXIaNC","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":"BUlk6LrNe1dJi2ip","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":"Rx8VUhaFsAwBvo0g","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.w5koctOVrEcpxTIq"},"pf2e":{"grantedBy":{"id":"rCyDnB7ysdJnLd8u","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/demonic.webp","name":"Bloodline: Demonic","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Demons debase all they touch. One of your ancestors fell victim to their corruption, and you are burdened by that sin.</p>\n<p><strong>Spell List</strong> divine</p>\n<p><strong>Bloodline Skills</strong> Intimidation, Religion</p>\n<p><strong>Granted Spells</strong> cantrip <em>@UUID[Compendium.pf2e.spells-srd.gISYsBFby1TiXfBt]</em>, 1st: <em>@UUID[Compendium.pf2e.spells-srd.4koZzrnMXhhosn0D]</em>, 2nd: <em>@UUID[Compendium.pf2e.spells-srd.wzctak6BxOW8xvFV]</em>, 3rd: <em>@UUID[Compendium.pf2e.spells-srd.WsUwpfmhKrKwoIe3]</em>, 4th: <em>@UUID[Compendium.pf2e.spells-srd.hVU9msO9yGkxKZ3J]</em>, 5th: <em>@UUID[Compendium.pf2e.spells-srd.vJuaxTd6q11OjGqA]</em>, 6th: <em>@UUID[Compendium.pf2e.spells-srd.r7ihOgKv19eJQnik]</em>, 7th: <em>@UUID[Compendium.pf2e.spells-srd.sX2o0HH4RjJDAZ8C]</em>, 8th: <em>@UUID[Compendium.pf2e.spells-srd.nsQvjNyg4Whw2mek]</em>, 9th: <em>@UUID[Compendium.pf2e.spells-srd.4WS7HrFjwNvTn8T2]</em></p>\n<p><strong>Bloodline Spells</strong> initial: <em>@UUID[Compendium.pf2e.spells-srd.SdXFiQ4Py8761sNO]</em>, advanced: <em>@UUID[Compendium.pf2e.spells-srd.iQD8OhhkwhvD8Blw]</em>, greater: <em>@UUID[Compendium.pf2e.spells-srd.crF4g9jRN1y84MSD]</em></p>\n<p><strong>Blood Magic</strong> The corruption of sin weakens a target's defenses or makes you more imposing. Either a target takes a -1 status penalty to AC for 1 round, or you gain a +1 status bonus to Intimidation checks for 1 round.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.aKRo5TIhUtu0kyEr], @UUID[Compendium.pf2e.feat-effects.yfbP64r4a9e5oyli]</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.itm.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.rel.rank","value":1},{"key":"ActiveEffectLike","mode":"override","path":"system.proficiencies.aliases.sorcerer","priority":39,"value":"divine"}],"slug":"bloodline-demonic","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"mzwthmylXrXaSv1S","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.xzpMQ2ZRn9zC23XG"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Scamper","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"ancestry","description":{"value":"<p><strong>Requirements</strong> You are adjacent to at least one enemy.</p>\n<hr />\n<p>You instinctively know how to flee danger. You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"domain":"all","key":"RollOption","option":"scamper","toggleable":true},{"key":"FlatModifier","predicate":["scamper"],"selector":"land-speed","type":"status","value":5},{"key":"FlatModifier","predicate":["scamper"],"selector":"ac","type":"circumstance","value":2}],"slug":"scamper","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FyWZoRpLBtr8GM8G","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":{"value":"spontaneous"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":true},"showUnpreparedSpells":{"value":false},"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,"value":0},"tradition":{"value":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"TeyirLlHmHLbMPVJ","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":"FyWZoRpLBtr8GM8G"},"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":"puONNzo8aMztC5Zu","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":"FyWZoRpLBtr8GM8G"},"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":"1ye0LlVTXlUIolHP","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":"FyWZoRpLBtr8GM8G"},"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":"HWOOHM9oroQKQM0A","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":"FyWZoRpLBtr8GM8G"},"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":"N9W3520aJfySpDD8","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":"FyWZoRpLBtr8GM8G"},"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":"CRSlIq9yuj0ePmy5","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":1,"value":"FyWZoRpLBtr8GM8G"},"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":"2Lhs1MEz2jTEhyCJ","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":{"heightenedLevel":1,"value":"FyWZoRpLBtr8GM8G"},"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":"ZHPHVg9dEHnjl4Uj","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},"heightening":{"levels":{"3":{"target":{"value":"5 creatures"}}},"type":"fixed"},"level":{"value":1},"location":{"heightenedLevel":1,"value":"FyWZoRpLBtr8GM8G"},"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":"J17D1YadBpaCuADP","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":{"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"Ze8NQUBrgfmeLXgR","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.SdXFiQ4Py8761sNO"}},"img":"systems/pf2e/icons/spells/gluttons-jaw.webp","name":"Glutton's Jaw","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>Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> The temporary Hit Points increase by 1d6.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.mrSulUdNbwzGSwfu]</p>"},"duration":{"value":"1 minute"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"J17D1YadBpaCuADP"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"gluttons-jaw","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["morph","sorcerer"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ykUGpuxqbheV3O2d","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ilbLQNy6TbBPW7sQ"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/clothes-ordinary.webp","name":"Clothing (Ordinary)","sort":100000,"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"},{"_id":"zzrLu9C3e7DOyCNK","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Ti4gWILk69LPxKuU"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/candle.webp","name":"Candle","sort":200000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>A lit candle sheds dim light in a 10‑foot radius.</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":{"cp":1}},"quantity":10,"rules":[],"size":"med","slug":"candle","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":"consumable"},{"_id":"h8eD9KuYB1FITRiL","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.RjuupS9xyXDLgyIr"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Ray of Enfeeblement (Level 1)","sort":300000,"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.J7Y7tl0bbdz7TcCc]</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.J7Y7tl0bbdz7TcCc"}},"img":"systems/pf2e/icons/spells/ray-of-enfeeblement.webp","name":"Ray of Enfeeblement","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 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":{"heightenedLevel":1,"value":""},"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"]}},"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":"8pHrwlnO9JQMOWjA","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.RjuupS9xyXDLgyIr"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Mending (Level 1)","sort":400000,"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.dINQzhqGmIsqGMUY]</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. 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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 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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":"P6Rn8BBuqOIdqRJK","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":1600000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"2J91pHHHut6yRObS","description":{"value":""},"equipped":{"carryType":"worn"},"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":"YKOYbw64qhAAc90T","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":1700000,"system":{"baseItem":null,"containerId":"2J91pHHHut6yRObS","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","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":"ZRaQfiiPUfMoap65","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":1100000,"system":{"baseItem":null,"containerId":"2J91pHHHut6yRObS","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":"k0bQKaZwuSATg082","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":1650000,"system":{"baseItem":null,"containerId":"2J91pHHHut6yRObS","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"}],"name":"Grimmnir","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":13},"initiative":{"statistic":"perception"},"resistances":[{"type":"acid","value":1}],"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"min":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["cha","str","dex","wis"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"CN"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"<p>Grimmnir is a dragon mage, a scion of draconic magic who almost all kobolds respect and honor. At least, that's what Grimmnir claims. Other Hookclaws have noticed that her magic doesn't seem much like that of other kobold dragon mages. To put it simply, Grimmnir is... creepy. Where dragons pulse with arcane power and unfettered charisma, Grimmnir's sorcery has always felt foreboding and hateful, laced with a shivering chill of damnation that crawls up the spine and chews on the back of the mind. Grimmnir always gets very scary and glows her eyes whenever anyone brings it up, though, so the Hookclaws keep their mouths shut and don't argue with her. </span></p>\n<p>Grimmnir pays them little mind. She knows she is a true child of dragons. Ever since she was a hatchling, Grimmnir has dreamed of them: world-ending wyrms that lurk in the deepest recesses of reality, beneath the waves and beyond the universe, who gnaw on the roots of existence and will rise up from the depths at the end of days. Yet though that destructive power is her legacy, Grimmnir has decided not to follow in those great wyrms' footsteps-not completely. The kobold has performed a careful consideration of all the pros and cons, and decided that destroying the world would be both personally inconvenient and more trouble than it's worth. </span></p>\n<p>All the same, Grimmnir feels compelled to embrace her destiny to become one of the devourers of worlds, even if she never actually does any world-devouring. In her mind, this means growing much, much taller, and building her strength through any means possible. Despite cramming herself full of food and other brilliant ideas, the kobold has had no luck increasing her height, so she has been forced to turn all her efforts to self-improvement. To this end, Grimmnir has joined the kobold militia, intending to turn her acid-tipped claws and fearsome bite against whatever obstacles she encounters. The Hookclaws appreciate her prowess at protecting the tribe-and appreciate it even more when Grimmnir is out on patrol and thus nowhere to be seen!</span></p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"cha"},"level":{"min":1,"value":1},"nationality":{"value":"Hookclaws"},"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":0}},"saves":{"fortitude":{"rank":1,"value":0},"reflex":{"rank":1,"value":0},"will":{"rank":2,"value":0}},"skills":{"acr":{"rank":0},"arc":{"rank":1},"ath":{"rank":1},"cra":{"rank":0},"dec":{"rank":1},"dip":{"rank":0},"itm":{"rank":1},"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":["common","draconic"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.oIfXnKl0KzboCYBH"}}}
{"_id":"pdZNO5gqhB4hN61A","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kitsune.svg","items":[{"_id":"tE9jrjPpJKtHaksH","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Hunting Lore","sort":0,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":2},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"hZulV30oPDpivEcR","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":"e0oUMQFfjgyHXy0k","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.4BL5wf1VF9feC2rY"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kitsune.svg","name":"Kitsune","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["dwarven","elven","gnomish","goblin","halfling","sylvan"]},"boosts":{"0":{"value":["cha"]},"1":{"value":[]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Kitsune are a charismatic and witty people with a connection to the spiritual that grants them many magical abilities, chiefly the power to shapechange into other forms. Whether they pass unseen among other peoples or hold their tails high, kitsune are clever observers of the societies around them.</em></p>\n<hr />\n<p>Kitsune are shapechangers with two forms: one of a fox-headed humanoid and one largely depending on where they were raised. Those raised in populated areas typically have what's called a tailless form—a humanoid body without any fox features that resembles a more common ancestry, such as an elf or a human. In wooded or rural areas, their second form is more likely to be that of a fox.</p>\n<p>Though all-kitsune settlements exist, most live among people of other ancestries, granting them a degree of external insight into social rules or dynamics that others process only subconsciously. Kitsune enjoy subverting expectations as much as they do going along with them. Their fondness for jokes, stories, and wordplay, especially when the twist of a riddle hinges on the listener's assumptions, reinforces their reputation as tricksters.</p>\n<p>With dual forms and a connection to both the material and spiritual worlds, kitsune have diverse concepts of self and identity. Some even view their forms as separate individuals altogether, using them to explore different aspects of their personality.</p>\n<p>If you want to play a character with innate magical talents and countless hidden facets, each revealed with a glint of the eye and a twisting grin, you should play a kitsune.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Studiously observe the habits of those around you, taking mental notes on how to imitate them better.</li>\n<li>Delight in jokes, clever wordplay, pranks, or unnecessarily complex plots.</li>\n<li>Present a different, but authentic, side of yourself in each new situation.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Are taken in by your magnetic personality and enigmatic nature.</li>\n<li>Marvel at your many supernatural abilities.</li>\n<li>Wonder what you aren't telling them.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Kitsune have alert vulpine ears, pointed snouts, and short, semi-retractable claws on their fingers and toes. Their fur is dense, countershaded, and most often red,tan, black, or white in color. Kitsune have bushy tails that grow in number as they hone their innate magical abilities, to as many as nine.</p>\n<h2>Society</h2>\n<p>Kitsune are rarely the majority in whatever communities they inhabit, and many go their whole lives without meeting another kitsune beyond their family. Their society, as much as it exists, centers primarily around the commonalities that kitsune find as they pass among other peoples. The same social perspective that helps them imitate others also makes them quick to notice signs that someone may need help or a kind word. Due to this, kitsune often form strong interpersonal relationships and tend to anchor their social circles.</p>\n<p>When two kitsune do meet, they may find themselves exchanging light verbal repartee, enjoying the sport of trying to outwit each other. While it's considered a grave offense to outright give away another kitsune's shapechanging nature, kitsune relish surreptitiously forcing another to \"break character,\" shocking the other into disrupting their transformation through a well-placed comment.</p>\n<h2>Alignment and Religion</h2>\n<p>Kitsune often have neutrality in their alignment from balancing their dual natures, though their instinct for stirring up trouble leads many to lean slightly toward chaos. Some possess the ability to control or bend the will of others, but even among those that do, only the evilest use these arts flippantly or selfishly.</p>\n<p>The patron kitsune deity is Daikitsu, the goddess of crafting and agriculture. Though not all kitsune necessarily worship Daikitsu, most respect her as the purported source of their powers. Kitsune in Tian Xia often revere both Shizuru and Tsukiyo, seeing the duality of the sun and moon in their own multifaceted nature. A small sect of Avistani kitsune worship Sivanah, the goddess of illusion, respecting her position between perception and reality and believing the goddess's true form to be that of a kitsune-hidden behind not seven veils, but nine.</p>\n<h2>Names</h2>\n<p>While kitsune have some traditional names, they're more likely to use names that are unremarkable in their local society, the better to pass unnoticed. Some have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Hamako, Haohiko, Kitsukou, Kon, Kwan-la, Talaro</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Kitsune 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> Charisma, Free</p>\n<p><strong>Languages</strong> Common</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Elven, Gnomish, Goblin, Halfling, Dwarven, 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>Change Shape</strong>(concentrate, divine, kitsune, polymorph, transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{"7ytru":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":1,"name":"Change Shape","uuid":"Compendium.pf2e.ancestryfeatures.Ymg6WqeJqOyLJLEr"}},"languages":{"custom":"","value":["common"]},"reach":5,"rules":[],"size":"med","slug":"kitsune","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","kitsune"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"7aZrFXd8vr4Pnd8s","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.Ymg6WqeJqOyLJLEr"},"pf2e":{"itemGrants":{"changeShapeKitsune":{"id":"U8JtCc6tlPG5Wi6u","onDelete":"detach"}}}},"img":"systems/pf2e/icons/spells/fey-disapperance.webp","name":"Change Shape (Kitsune)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>As a kitsune, you gain the @UUID[Compendium.pf2e.actionspf2e.wwvPiG2kET2rkSAG] ability.</p>"},"level":{"value":0},"location":"e0oUMQFfjgyHXy0k","prerequisites":{"value":[]},"rules":[{"flag":"changeShapeKitsune","key":"GrantItem","uuid":"Compendium.pf2e.actionspf2e.wwvPiG2kET2rkSAG"}],"slug":"change-shape-kitsune","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":["kitsune"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"U8JtCc6tlPG5Wi6u","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.wwvPiG2kET2rkSAG"},"pf2e":{"grantedBy":{"id":"7aZrFXd8vr4Pnd8s","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Change Shape (Kitsune)","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p>You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.</p>"},"requirements":{"value":""},"rules":[],"slug":"change-shape-kitsune","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":["concentrate","divine","kitsune","polymorph","transmutation"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"TOEvP4e0iTZNTcMa","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.Wk4HyaZtC1j221i1"}},"img":"systems/pf2e/icons/default-icons/heritage.svg","name":"Earthly Wilds Kitsune","sort":0,"system":{"ancestry":{"name":"Kitsune","slug":"kitsune","uuid":"Compendium.pf2e.ancestries.4BL5wf1VF9feC2rY"},"description":{"value":"<p>You are a creature of the material world, with an affinity closer to the wilds than urban society. You gain a jaws unarmed attack that deals [[/r 1d6[piercing]]] damage. Your jaws are in the brawling group and have the finesse and unarmed traits. Your alternate form is a fox, which has the statistics of 1st‑level <em>@UUID[Compendium.pf2e.spells-srd.gfPjmG6Fe6D3MFjl]</em>.</p>"},"rules":[{"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,"traits":["finesse","unarmed"]}],"slug":"earthly-wilds-kitsune","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"BxICWbkH2Nl6qPEi","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.r0kYIbN06Cv8eNG3"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Warrior","sort":0,"system":{"boosts":{"0":{"selected":"str","value":["con","str"]},"1":{"selected":"con","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break out from the regimented structure of these forces, or you could have always been as independent a warrior as you are now.</p>\n<p>Choose two ability boosts. One must be to <strong>Strength</strong> or <strong>Constitution</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Intimidation skill, and the Warfare Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.xQMz6eDgX75WX2ce] skill feat.</p>"},"items":{"wkfyj":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Intimidating Glare","uuid":"Compendium.pf2e.feats-srd.xQMz6eDgX75WX2ce"}},"rules":[],"slug":"warrior","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"Warfare Lore","trainedSkills":{"value":["itm"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"MCw82TXOHsbYK6EM","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":"BxICWbkH2Nl6qPEi","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":"b6t84N1ZDoABDpYR","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":"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":"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":"KHBsBAiKDyU9l8og","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.mzkkj9LEWjJPBhaq"},"pf2e":{"itemGrants":{"flurry":{"id":"UHdCW00aHk2Xy7Mb","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":"b6t84N1ZDoABDpYR","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":"cMA0dm4NdpFEhQTE","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.0nIOGpHQNHsKSFKT"},"pf2e":{"itemGrants":{"huntPrey":{"id":"U3kaYUSOYVabM62G","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":"b6t84N1ZDoABDpYR","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":"Dw4ESBYaXY0Tngmy","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":"b6t84N1ZDoABDpYR","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":"UHdCW00aHk2Xy7Mb","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.6v4Rj7wWfOH1882r"},"pf2e":{"grantedBy":{"id":"KHBsBAiKDyU9l8og","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":"U3kaYUSOYVabM62G","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm"},"pf2e":{"grantedBy":{"id":"cMA0dm4NdpFEhQTE","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":"ac8CveJAREIX11CI","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.qCV04rZMty2TJBrX"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Foxfire","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>A crack of your tail sparks wisps of blue energy. Choose either electricity or fire when you gain this feat. You gain a foxfire ranged unarmed attack with a maximum range of 20 feet. The attack deals [[/r 1d4]] damage of the chosen type (no ability modifier is added to the damage roll). Your foxfire attack is in the sling weapon group and has the magical trait. Like other unarmed attacks, you can improve this attack with @UUID[Compendium.pf2e.equipment-srd.FNDq4NFSN0g2HKWO].</p>\n<hr />\n<p><strong>Special</strong> If you are a frozen wind kitsune, your foxfire deals cold damage instead of electricity or fire.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"adjustName":false,"choices":[{"label":"PF2E.TraitElectricity","predicate":[{"not":"self:heritage:frozen-wind-kitsune"}],"value":"electricity"},{"label":"PF2E.TraitFire","predicate":[{"not":"self:heritage:frozen-wind-kitsune"}],"value":"fire"},{"label":"PF2E.TraitCold","predicate":["self:heritage:frozen-wind-kitsune"],"value":"cold"}],"flag":"damage","key":"ChoiceSet","prompt":"PF2E.UI.RuleElements.ChoiceSet.Prompt","selection":"fire"},{"category":"unarmed","damage":{"base":{"damageType":"{item|flags.pf2e.rulesSelections.damage}","dice":1,"die":"d4"}},"group":"sling","img":"systems/pf2e/icons/spells/diamond-dust.webp","key":"Strike","maxRange":20,"range":20,"traits":["unarmed","magical"]}],"slug":"foxfire","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":["kitsune"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"UKNSawxnkkxskD0S","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Gw0wGXikhAhiGoud"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Twin Takedown","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p><strong>Frequency</strong> once per round</p>\n<p><strong>Requirements</strong> You are wielding two melee weapons, each in a different hand</p>\n<hr />\n<p>You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[],"slug":"twin-takedown","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["flourish","ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"cl5poXhHbdJG1flt","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":"UCGTg8mgmryhS2ki","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.0haS0qXR9xTYKoTG"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Snare Specialist","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in Crafting is expert, you gain the formulas for three common or uncommon snares. If your rank is master, you gain 6. If your rank is legendary, you gain 9.</p>\n<p>Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to @UUID[Compendium.pf2e.actionspf2e.rmwa3OyhTZ2i2AHl], you can Craft them with 3 Interact actions. The number of snares increases to six if you have master proficiency in Crafting and eight if you have legendary proficiency in Crafting. Snares prepared in this way don't cost you any resources to Craft.</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"expert in Crafting"},{"value":"Snare Crafting"}]},"rules":[{"craftableItems":["item:trait:snare"],"isDailyPrep":false,"isPrepared":true,"key":"CraftingEntry","name":"Snare Crafting","preparedFormulas":[],"selector":"snareCrafting"},{"key":"ActiveEffectLike","mode":"add","path":"system.crafting.entries.snareCrafting.maxSlots","phase":"beforeDerived","value":{"brackets":[{"end":2,"start":1,"value":4},{"end":3,"start":3,"value":6},{"start":4,"value":8}],"field":"actor|system.skills.cra.rank"}}],"slug":"snare-specialist","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","selected":{"ranger":"Ranger"},"value":["ranger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"getWAip5qxXSbMxq","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":"skill-2","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":"ZuDrBz9ulreA5V8B","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.DMetdzt1VJL2Y62i"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Snare Crafting","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can use the Craft activity to create snares. When you select this feat, you add the formulas for four common snares to your formula book.</p>"},"level":{"value":1},"location":"skill-4","prerequisites":{"value":[{"value":"trained in Crafting"}]},"rules":[],"slug":"snare-crafting","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"WJ707BahUrpmlbLf","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.N8Xz5fuW6o7GW124"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Fast Recovery","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"general","description":{"value":"<p>Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.</p>"},"level":{"value":1},"location":"general-3","prerequisites":{"value":[{"value":"Constitution 14"}]},"rules":[{"key":"Note","predicate":["ongoing",{"or":["disease","poison"]}],"selector":"fortitude","text":"If you roll a success on a Fortitude save against an ongoing posion or disease, reduce its stage by 2, or by 1 if its virulent. If you roll a critical success, reduce its stage by 3, or by 2 if its virulent.","title":"{item|name}"},{"key":"ActiveEffectLike","mode":"add","path":"system.attributes.hp.recoveryMultiplier","value":1}],"slug":"fast-recovery","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ET2uEl8lPiz7xiIj","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BocFD2KV0qgUC76x"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Additional Lore (Hunting)","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. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.</p>\n<p><strong>Special</strong> You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.</p>"},"level":{"value":1},"location":null,"maxTakable":null,"prerequisites":{"value":[{"value":"trained in Lore"}]},"rules":[],"slug":"additional-lore","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"ejSwhqEPkpaliTSx","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Primal Innate Spells","sort":0,"system":{"ability":{"value":"cha"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"innate"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"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":"7wFOtrmaDxVIw9br","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.gfPjmG6Fe6D3MFjl"}},"img":"systems/pf2e/icons/spells/pest-form.webp","name":"Pest Form","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 transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait, and you can't make @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR]{Strikes}. You can Dismiss the spell.</p>\n<p>You gain the following statistics and abilities:</p>\n<ul>\n<li>AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.</li>\n<li>Speed 20 feet.</li>\n<li>Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)</li>\n<li>Low-light vision and imprecise scent 30 feet.</li>\n<li>Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier -4.</li>\n</ul>\n<hr />\n<p><strong>Heightened (4th)</strong> You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.ydsLEGjY89Akc4oZ]</p>"},"duration":{"value":"10 minutes"},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"heightenedLevel":1,"value":"ejSwhqEPkpaliTSx"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":""},"rules":[],"save":{"basic":"","value":""},"school":{"value":"transmutation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"pest-form","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":""},"time":{"value":"2"},"traditions":{"value":["arcane","primal"]},"traits":{"rarity":"common","value":["polymorph"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"sKOwiVJ6GtworPX0","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.FJrsDoaIXksVjld9"}},"img":"systems/pf2e/icons/equipment/weapons/trident.webp","name":"Trident","sort":0,"system":{"MAP":{"value":""},"baseItem":"trident","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d8"},"description":{"value":"<p>This three‑pronged, spear‑like weapon typically has a 4‑foot shaft. Like a spear, it can be wielded with one hand or thrown.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"spear","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":"returning"},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":"-"},"rules":[],"size":"med","slug":"trident","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["thrown-20"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"gvxB2eP5nUUPaBFR","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.u2u6dkr01AB34tyA"}},"img":"systems/pf2e/icons/equipment/weapons/sai.webp","name":"Sai","sort":0,"system":{"MAP":{"value":""},"baseItem":"sai","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d4"},"description":{"value":"<p>This piercing dagger is a metal spike flanked by a pair of prongs that can be used to trap an enemy's weapon.</p>"},"equipped":{"carryType":"held","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":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":6}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"sai","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"uncommon","value":["agile","disarm","finesse","monk","versatile-b"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"CzpJnSpsBhNitgCB","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Kf4eJEXnFPuAsseP"}},"img":"systems/pf2e/icons/equipment/armor/chainmail.webp","name":"Chain Mail","sort":0,"system":{"armor":{"value":4},"baseItem":"chain-mail","category":"medium","check":{"value":-2},"containerId":null,"description":{"value":"<p>A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.</p>"},"dex":{"value":1},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":null},"equippedBulk":{"value":"2"},"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":6}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"resiliencyRune":{"value":""},"rules":[],"size":"med","slug":"chain-mail","source":{"value":"Pathfinder Core Rulebook"},"speed":{"value":-5},"stackGroup":null,"strength":{"value":16},"traits":{"rarity":"common","value":["flexible","noisy"]},"usage":{"value":"wornarmor"},"weight":{"value":"3"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"YQWfrXdFE0sDvBra","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.mRz8Jmk4Q06SsZpC"}},"img":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp","name":"Everburning Torch","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>An <em>everburning torch</em> is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can't be smothered or quenched.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":15}},"quantity":1,"rules":[{"key":"TokenLight","value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"key":"TokenEffectIcon","value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"everburning-torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["evocation","light","magical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"rPm1vilcsFDfNnbV","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.qCEOZ6109Yo34tRx"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/formula-book.webp","name":"Formula Book","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them.</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":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":"NhcJrcd1dKWryQKg","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.h7gsRKv6rORYgsv0"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/snare-kit.webp","name":"Snare Kit","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares 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":5}},"quantity":1,"rules":[],"size":"med","slug":"snare-kit","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"2wl3YElVVvbOadGU","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.9EZb1hmSKOGrU4Cf"}},"img":"systems/pf2e/icons/equipment/snares/biting-snare.webp","name":"Biting Snare","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":"1","value":"1"},"consumableType":{"value":"snare"},"consume":{"value":"5d6"},"containerId":null,"description":{"value":"<p>The snare's jaws shut on the leg of a creature that steps on it. The snare deals 5d6 piercing damage to the first creature that enters its square; that creature must attempt a @Check[type:reflex|dc:18] 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.</p>\n<p><strong>Critical Failure</strong> The creature takes double damage and takes a -10-foot status penalty to its Speed until it recovers at least 1 Hit Point.</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":15}},"quantity":2,"rules":[],"size":"med","slug":"biting-snare","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","mechanical","snare","trap"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"3z4lWbEG9S6fWHTq","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.SWqzv0hYCIczICeR"}},"img":"systems/pf2e/icons/equipment/snares/trip-snare.webp","name":"Trip Snare","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":"1","value":"1"},"consumableType":{"value":"snare"},"consume":{"value":"1d6"},"containerId":null,"description":{"value":"<p>You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a @Check[type:reflex|dc:20] save.</p>\n<p>If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature's space, and the creature must be moving such that it moves into the full set of snares. For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature is unaffected.</p>\n<p><strong>Success</strong> The creature is flat-footed until the start of its next turn.</p>\n<p><strong>Failure</strong> The creature falls prone.</p>\n<p><strong>Critical Failure</strong> The creature falls prone and takes 1d6 bludgeoning damage.</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":"trip-snare","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","mechanical","snare","trap"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"8epxZGcAahND4VHp","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.XU8u9F3uoesGDjgM"}},"img":"systems/pf2e/icons/equipment/snares/warning-snare.webp","name":"Warning Snare","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":"1","value":"1"},"consumableType":{"value":"snare"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>Using materials specific to the area, you connect a sound‑making component to a trip wire or a pressure plate. This snare is like an alarm snare, but its subtle sound blends into ambient noise. You can detect this sound as long as you're within 1,000 feet of the snare and aren't prevented from hearing it. Other creatures in that area who are searching might notice the sound if their Perception check result meets or exceeds your Craft DC.</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":"warning-snare","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["auditory","consumable","mechanical","snare","trap"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"49XIaBhAlbJxtn1W","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":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"}],"name":"Takemiru","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":["str","dex","con","cha"]}}},"crafting":{"formulas":[{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.AFX1V0Go9DqPWBlN"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.9EZb1hmSKOGrU4Cf"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.0lhh2l4kh3QrwYH9"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.3V2U720YhW2nyGVx"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.s9dtRS2SRTqzGdOF"},{"deletable":true,"uuid":"Compendium.pf2e.equipment-srd.SWqzv0hYCIczICeR"},{"uuid":"Compendium.pf2e.equipment-srd.XU8u9F3uoesGDjgM"}]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","biography":{"allies":"","appearance":"<p>Takemiru's family hails from the Forest of Spirits on the other side of the world from Korvosa but traveled to Avistan through the frozen Path of Aganhei as part of a merchant caravan in hopes of making their fortune through trading. As he grew older, though, Takemiru realized his family members weren't the kind merchants they'd posed as but were part of a bandit crew that used mercantilism as a cover for their crimes. He abandoned his family and headed south, taking on the solo life of a wilderness hunter, eventually finding his way to the Korvosan hinterlands-and new friends. After spending so long alone in the wilds, he's grown quite fond of his new family. Someday he hopes to bring them back to Tian Xia to show them his homeland, but he's in no rush to return quite yet.</p>\n<p>Takemiru appears as a muscular, fox-like humanoid with red and white fur and bright blue eyes. His choice of weapons remains a playful vex to those who don't know him. Like the three-tined trident and sai he wields, he possesses three long fox tails. The fur on each tail lightens to white at the tip, and occasionally little wisps of smoke waft from the fur at the tip of his central tail as if it were on the verge of catching fire.</p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":"Hongal"},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":4},"nationality":{"value":"Tian Xian"},"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":0},"heroPoints":{"max":3,"value":1}},"saves":{"fortitude":{"rank":2,"value":0},"reflex":{"rank":2,"value":0},"will":{"rank":2,"value":0}},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":2},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":1},"med":{"rank":0},"nat":{"rank":1},"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":["common"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.pdZNO5gqhB4hN61A"}}}
{"_id":"qUSE9OURRD6qNvLZ","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/tengu.svg","items":[{"_id":"NUPCyUbIFh7byF41","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Insect 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":"JxjJQYce6GQBcV5j","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Jungle 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":"ugS6WL6X69ni7m2S","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.hXM5jXezIki1cMI2"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/grippli.svg","name":"Grippli","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["abyssal","aquan","boggard","draconic","elven","iruxi","sylvan"]},"boosts":{"0":{"value":["dex"]},"1":{"value":["wis"]},"2":{"selected":"str","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Gripplis are a shy and cautious people who generally seek to avoid being drawn into the complicated and dangerous affairs of others. Despite their outlook and small stature, gripplis often take bold and noble action when the situation demands it.</em></p>\n<hr />\n<p>Reclusive and canny, gripplis are treetop survivalists who harvest their homes' bounty and defend themselves against terrible threats. Their reliance on cunning and simple tools has led to gripplis being mischaracterized as primitive, yet this overlooks their shaping of the land with hidden orchards and camouflaged causeways that allow gripplis to live in prosperous peace. Gripplis are most likely to emerge from their forest homes to trade, explore, and combat threats that would despoil the world.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Seek out clever ways to exploit your environment when overcoming challenges.</li>\n<li>Make friends slowly, concerned by cautionary tales of exploitative strangers.</li>\n<li>Be fiercely protective of your home or community.</li>\n</ul>\n<h2>Others Probably</h2>\n<ul>\n<li>Assume you dislike cities and people who live in them.</li>\n<li>Trust in your impartial, measured approach to understanding situations and solving problems.</li>\n<li>Give you space, fearing that touching you would prove toxic.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Gripplis resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes afford excellent grip while climbing, while their colorful skin provides reliable camouflage that varies by their home environment-green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A grippli grows quickly, reaching adult size of about 2 feet in height about 3 years after hatching, though they're only considered adults around age 12. Gripplis rarely live beyond 60 years, though exceptional individuals occasionally live as long as a century.</p>\n<h2>Society</h2>\n<p>Gripplis lead a sophisticated hunter-gatherer lifestyle with which they reshape the landscape to suit their needs: building spillways to trap fish, seeding fruit-bearing trees, sowing cover-granting foliage for future hunts, and more techniques that often escape an agriculturist's eye. These strategies rely on community cooperation as well as dispersed populations, so gripplis commonly live in small villages, each part of a complex web of alliances and relationships. Reclusiveness has preserved grippli lives and lifestyles for millennia, yet they increasingly find themselves threatened by ancient evils and new explorers alike.</p>\n<h2>Alignment and Religion</h2>\n<p>Taught to wait, observe, and respect natural processes of life and death, many gripplis adopt neutral alignments. Those who take a more active role suppressing evils that take refuge in the jungles are often neutral good, most notably those rare fiend-keepers who absorb an evil being into their soul to contain and eventually transform its villainy through virtuous acts. Nature deities such as Gozreh or Erastil often earn gripplis' respect, yet communities often prefer less prominent, more intimate divinities such as empyreal lords, psychopomp ushers, or the fey Eldest.</p>\n<h2>Names</h2>\n<p>Grippli names often include resonant vowels and chirped consonants that remain difficult for non-gripplis to vocalize properly. Gripplis that travel widely often adopt one or more names more easily replicated by their associates.</p>\n<h3>Sample Names</h3>\n<p>Aalpo'ol, Bogwynne, Ctaprak, Eegru, Gpoun, Gruoksh, Hrrauti, Iopo, Iykiki, Kyrsiik, Mhruugu, Oplugo, Quaasol, Yolkuu, Ztaal</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Grippli 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, Grippli</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Abyssal, Aquan, Boggard, Draconic, Elven, Iruxi, 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":["str"]}},"hp":6,"items":{},"languages":{"custom":"","value":["common","grippli"]},"reach":5,"rules":[],"size":"sm","slug":"grippli","source":{"value":"Pathfinder Lost Omens: The Mwangi Expanse"},"speed":25,"traits":{"rarity":"uncommon","value":["grippli","humanoid"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"00V5DWfvq0VJpnTl","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.2kSzKDtwbcILZTIe"}},"img":"systems/pf2e/icons/default-icons/heritage.svg","name":"Snaptongue Grippli","sort":0,"system":{"ancestry":{"name":"Grippli","slug":"grippli","uuid":"Compendium.pf2e.ancestries.hXM5jXezIki1cMI2"},"description":{"value":"<p>Your tongue is especially long, and you can launch it with extraordinary range and precision. You can use your tongue to deliver touch-range spells and perform extremely simple Interact actions, such as opening some types of unlocked doors. Your tongue can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.</p>"},"rules":[],"slug":"snaptongue-grippli","source":{"value":"Pathfinder Lost Omens: The Mwangi Expanse"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"jjNZrHnfDhhfUU3U","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":"PfgUCQcFa9bKzaV5","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":"jjNZrHnfDhhfUU3U","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":"5r0qbiCE1fbAvXvv","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":"str","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":"mFl4SB8oObZukPn3","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pf2e":{"itemGrants":{"ruffian":{"id":"fc5wXG7L1JaDfwAG","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":"5r0qbiCE1fbAvXvv","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.3KPZ7svIO6kmmEKH"},{"flag":"ruffian","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":"UA64TKyI07YI7Xkq","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":"5r0qbiCE1fbAvXvv","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":"lvyBk4botOB5srSc","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":"5r0qbiCE1fbAvXvv","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":"fc5wXG7L1JaDfwAG","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.3KPZ7svIO6kmmEKH"},"pf2e":{"grantedBy":{"id":"mFl4SB8oObZukPn3","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/ruffian.webp","name":"Ruffian","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You prefer to strong-arm or intimidate others rather than rely on finesse or fancy tricks. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family's power. Or, you might use your skills on the up and up, in a private security detail or as a guard in a city with the right temperament.</p>\n<p>You use whatever tools you have at hand to get the job done. You can deal sneak attack damage with any simple weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using a simple weapon and the target has the @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] condition (unable to focus on defending itself), you also apply the critical specialization effect for the weapon you're wielding. You don't gain these benefits if the weapon has a damage die larger than d8 (after applying any abilities that alter its damage die size).</p>\n<p>You're trained in Intimidation and medium armor. You can choose Strength as your key ability score. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"category":"precision","diceNumber":"@actor.flags.pf2e.sneakAttackDamage.number","dieSize":"d{actor|flags.pf2e.sneakAttackDamage.faces}","key":"DamageDice","label":"PF2E.SpecificRule.SneakAttack","predicate":["target:condition:flat-footed","item:category:simple",{"nor":[{"and":["item:ranged",{"not":"item:thrown-melee"}]},"item:trait:agile","item:trait:finesse"]}],"selector":"strike-damage"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.itm.rank","value":1},{"key":"CriticalSpecialization","predicate":["target:condition:flat-footed","item:category:simple",{"lte":["item:damage:die:faces",8]}]}],"slug":"ruffian","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"udnuE4wSU033qFQw","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.CvtJ98EZvBGSCLOX"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Grippli Weapon Familiarity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You've trained with weapons ideally suited to marshes and dense forests. You are trained with @UUID[Compendium.pf2e.equipment-srd.FPwsiGqMCNPLHmjX]{Blowguns}, @UUID[Compendium.pf2e.equipment-srd.LGgvev6AV0So8tP9]{Hatchets}, @UUID[Compendium.pf2e.equipment-srd.H74vYwHJ8XT4qOPI]{Scythes}, @UUID[Compendium.pf2e.equipment-srd.hIgqLgH3YcLZBeoT]{Shortbows}, and @UUID[Compendium.pf2e.equipment-srd.e4NwsnPnpQKbDZ9F]{Composite Shortbows}.</p>\n<p>You also gain access to all uncommon grippli weapons. For the purpose of determining your proficiency, martial grippli weapons are simple weapons, and advanced grippli weapons are martial weapons.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-blowgun.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-hatchet.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.weapon-base-scythe.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-composite-shortbow.rank","value":1},{"definition":["item:trait:grippli","item:category:martial"],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialGrippliWeapons","sameAs":"simple","slug":"martial-grippli-weapons"}],"slug":"grippli-weapon-familiarity","source":{"value":"Pathfinder Lost Omens: The Mwangi Expanse"},"traits":{"rarity":"common","value":["grippli"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"48TdCYHh4ph9WzIc","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.dNH8OHEvx3vI9NBQ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Nimble Dodge","sort":0,"system":{"actionType":{"value":"reaction"},"actions":{"value":null},"category":"class","description":{"value":"<p><strong>Trigger</strong> A creature targets you with an attack and you can see the attacker.</p>\n<p><strong>Requirements</strong> You are not encumbered</p>\n<hr />\n<p>You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"domain":"ac","key":"RollOption","option":"nimble-dodge","toggleable":true},{"key":"FlatModifier","predicate":["nimble-dodge"],"selector":"ac","type":"circumstance","value":2}],"slug":"nimble-dodge","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["rogue","swashbuckler"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"7qWuGWXH1XwXaNwP","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-1","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":"ZdGE6FvIT8AhasnG","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":"held","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":1,"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":"6sUdSHMgZUkdD9iA","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.MccX4AlmqYDjAN2J"}},"img":"systems/pf2e/icons/equipment/weapons/adze.webp","name":"Hand Adze","sort":0,"system":{"MAP":{"value":""},"baseItem":"hand-adze","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d4"},"description":{"value":"<p>This is a smaller version of an adze, useful for more delicate woodworking or projects in cramped spaces. Gripplis use the hand adze for crafting and as close quarters weapons.</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"axe","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":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":"-"},"rules":[],"size":"med","slug":"hand-adze","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"common","value":["agile","forceful","grippli","sweep","thrown-10"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"vv76nVPCcb4WcT3b","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.XyA6PKV46aNlLXOd"}},"img":"systems/pf2e/icons/equipment/weapons/hand-crossbow.webp","name":"Hand Crossbow","sort":0,"system":{"MAP":{"value":""},"baseItem":"hand-crossbow","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>Sometimes referred to as an alley bow by rogues or ruffians, this small crossbow fires small bolts that are sometimes used to deliver poison to the target. It's small enough to be shot one-handed, but it still requires two hands to load.</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":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":"1"},"rules":[],"size":"med","slug":"hand-crossbow","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"nf411n21QroxofPO","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ewQZ0VeL38v3qFnN"}},"img":"systems/pf2e/icons/equipment/armor/studded-leather-armor.webp","name":"Studded Leather Armor","sort":0,"system":{"armor":{"value":2},"baseItem":"studded-leather-armor","category":"light","check":{"value":-1},"containerId":null,"description":{"value":"<p>This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.</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 Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":12},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"hPmvWs0DdEpBii0r","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":"WtfcQ7udKw61X1Pw","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.AITVZmakiu3RgfKo"}},"img":"systems/pf2e/icons/equipment/weapons/bolts.webp","name":"Bolts","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.</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":{"sp":1}},"quantity":10,"rules":[],"size":"med","slug":"bolts","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":"bolts","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"kMaYUHaxvqlJQqNr","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"},"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":"8YdFupvGSc9e13eH","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":"SEXHUzxSELHNBs1f","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"8YdFupvGSc9e13eH","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":{"per":10,"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":"consumable"},{"_id":"XopYtwGg7bH7yASi","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.44F1mfJei4GY8f2X"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/crowbar.webp","name":"Crowbar","sort":0,"system":{"baseItem":null,"containerId":"8YdFupvGSc9e13eH","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. Without a crowbar, prying something open takes a -2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).</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":[{"key":"AdjustModifier","selector":"athletics","slug":"no-crowbar","suppress":true}],"size":"med","slug":"crowbar","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":"iEt3Sse2seKFPxgr","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":"8YdFupvGSc9e13eH","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"}],"name":"Muruwa","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","con","int"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"CG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"<p>Muruwa grew up in the jungles just outside Nantambu, her village high aloft in the treetops towering just outside the city. She spent her younger days sneaking away from her village to explore Nantambu, and the need to avoid watchful eyes, be they grippli or Nantambiyan, quickly taught Muruwa the necessity of stealth. While she initially used her sojourns into the city to make off with sweets and other snacks, Muruwa found herself returning to learn more about the city's people. It was during one of these visits that Muruwa learned of the Magaambya and began to develop a fascination with magic.</p>\n<p>As her curiosity grew, Muruwa decided to enroll in the Magaambya, and so she set out for Nantambu one last time. After arriving, the intrepid grippli took to living on the streets and earning coin through various odd jobs. Once she saved enough money to buy her first set of supplies, she enrolled in the academy. Muruwa now dedicates most of her time to learning all that she can about magic and the world beyond the jungle she calls home.</p>\n<p>Muruwa has a difficult time relating with others and takes a while to open up. She's found that sharing stories about life in the jungle with Kalaggi comes naturally, though, and Muruwa considers the Ekujae elf to be her closest friend at the academy.</p>","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":1},"nationality":{"value":"Mwangi Expanse"},"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":0},"dec":{"rank":1},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":0},"nat":{"rank":1},"occ":{"rank":1},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["elven","mwangi"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.qUSE9OURRD6qNvLZ"}}}
{"_id":"umOntDTQXImkZhug","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/leshy.svg","items":[{"_id":"pDcqBUFBeVS83fgj","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":"ZDw1xOtR1x3MArzl","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.cdhgByGG1WtuaK73"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/leshy.svg","name":"Leshy","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","elven","gnomish","goblin","halfling","undercommon"]},"boosts":{"0":{"value":["con"]},"1":{"value":["wis"]},"2":{"selected":"dex","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Guardians and emissaries of the environment, leshies are immortal spirits of nature temporarily granted a physical form.</em></p>\n<hr />\n<p>Leshies are 'born' when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, and so they do not depend upon these druids for care, though</p>\n<p>Not all leshies have a strong enough spirit to strike off completely on their own, however. Weaker nature spirits can form only tenuous bonds that are just strong enough to animate Tiny bodies. These spirits become leshy familiars, acting as companions to their druid creators. Independent leshies are often protective of such leshy familiars, advocating for them to be treated with dignity and respect.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Act as a traveling agent for natural guardians who are unable to leave their territories.</li>\n<li>Encourage civilizations you encounter to cooperate with nature and build their cities in ecologically friendly ways.</li>\n<li>Become attached to new friends you make on your journeys.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Think of you as a curiosity due to your spiritual origins.</li>\n<li>Judge you by your looks, treating you sweetly if you are cute or reacting with horror if you are frightening.</li>\n<li>Assume you know only about nature and are unfamiliar with civilization and society.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Due to the nature of the ritual used to create a leshy, leshies begin their lives as adults. As spirits, they do not age, and a leshy could potentially remain in the same vessel forever—though leshies rarely consider this outcome to be desirable.</p>\n<h2>Society</h2>\n<p>Though guardian leshies often congregate, traveling leshies are not naturally drawn to others of their own kind. To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. A betrayed leshy might not directly attack those who slight them, but they might withdraw support at a critical moment or leave their betrayers to get lost in the wilderness.</p>\n<p>Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though those familiar with leshies know that this predisposition is far from absolute. Leshies often take pride in their own appearances and appreciate beauty of all kinds in others, but they rarely form judgments based on physical appearance. Leshies' genders are determined by the spirits that inhabit their bodies. Leshies tend to gravitate toward plant bodies that match their genders. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely.</p>\n<h2>Alignment and Religion</h2>\n<p>A leshy can be of any alignment, depending on what spirit inhabits their body, but their outlook often includes a neutral element. Religion is not particularly significant to most leshies. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature that act as regional guardians.</p>\n<h2>Adventurers</h2>\n<p>Some backgrounds are particularly suitable for adventuring leshies, especially those backgrounds with a tie to the natural world, such as hunter, nomad, or scout. Nature-themed classes such as druid and ranger are popular choices for leshies. As druids, leshies gravitate toward the leaf order. Bard is also a good fit for leshies with a love of storytelling; such leshies often inhabit vine leshy bodies.</p>\n<h2>Names</h2>\n<p>Leshies choose and change their names multiple times throughout their lives. These names often represent a facet of their personalities or values, though another common naming convention is to use descriptions of a natural feature they admire. Some leshies even use a cycle of names that changes to align with natural phenomena, such as names based upon the season or the time of day.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Leshy 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, Wisdom, Free</p>\n<p><strong>Ability Flaw</strong> Intelligence</p>\n<p><strong>Languages</strong> Common, Sylvan</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Undercommon, 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>Plant Nourishment</strong> You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).</p>"},"flaws":{"0":{"value":["int"]}},"hp":8,"items":{"32oz7":{"img":"systems/pf2e/icons/features/ancestry/plant-nourishment.webp","level":"1","name":"Plant Nourishment","uuid":"Compendium.pf2e.ancestryfeatures.Sm3tKetM6kddTio3"}},"languages":{"custom":"","value":["common","sylvan"]},"reach":5,"rules":[],"size":"sm","slug":"leshy","source":{"value":"Pathfinder Lost Omens: Character Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["leshy","plant"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"H2XYDLRTPeBwBCpk","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.Sm3tKetM6kddTio3"}},"img":"systems/pf2e/icons/features/ancestry/plant-nourishment.webp","name":"Plant Nourishment","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).</p>"},"level":{"value":0},"location":"ZDw1xOtR1x3MArzl","prerequisites":{"value":[]},"rules":[],"slug":"plant-nourishment","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":["leshy"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FXf3ZXouwsD4NDb8","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.87h0jepQuzIbN7jN"}},"img":"systems/pf2e/icons/features/ancestry/fungus-leshy.webp","name":"Fungus Leshy","sort":0,"system":{"ancestry":{"name":"Leshy","slug":"leshy","uuid":"Compendium.pf2e.ancestries.cdhgByGG1WtuaK73"},"description":{"value":"<p>Your body was made from fungi that grows in the shade of caves and trees, and you are at home in dark caverns and warrens. You gain @UUID[Compendium.pf2e.ancestryfeatures.HHVQDp61ehcpdiU8]. You lose the plant trait and gain the fungus trait.</p>"},"rules":[{"add":["fungus"],"key":"ActorTraits","remove":["plant"]},{"key":"Sense","selector":"darkvision"}],"slug":"fungus-leshy","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"ilYRboTX6Pi5NfML","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.b3UC18ueX8m9Ov0W"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Hermit","sort":0,"system":{"boosts":{"0":{"selected":"int","value":["con","int"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>In an isolated place-like a cave, remote oasis, or secluded mansion-you lived a life of solitude. Adventuring might represent your first foray out among other people in some time. This might be a welcome reprieve from solitude or an unwanted change, but in either case, you're likely still rough around the edges.</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 Nature or Occultism skill, plus a Lore skill related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore). You gain the @UUID[Compendium.pf2e.feats-srd.1Bt7uCW2WI4sM84P] skill feat.</p>"},"items":{"z8dne":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Dubious Knowledge","uuid":"Compendium.pf2e.feats-srd.1Bt7uCW2WI4sM84P"}},"rules":[{"adjustName":false,"choices":[{"label":"PF2E.SkillNat","value":"nature"},{"label":"PF2E.SkillOcc","value":"occultism"}],"flag":"skill","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"nature"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.{item|flags.pf2e.rulesSelections.skill}.rank","value":1}],"slug":"hermit","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"<Location> Lore","trainedSkills":{"custom":"","value":[]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"WiW3Fjdg25zKydsG","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.1Bt7uCW2WI4sM84P"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Dubious Knowledge","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.</p>"},"level":{"value":1},"location":"ilYRboTX6Pi5NfML","prerequisites":{"value":[{"value":"trained in a skill with the Recall Knowledge action"}]},"rules":[{"key":"Note","predicate":["action:recall-knowledge"],"selector":"skill-check","text":"When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge.","title":"{item|name}"}],"slug":"dubious-knowledge","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5LehWbEruLokuH9q","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 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Rulebook"},"trainedSkills":{"additional":7,"value":["ste"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"UVkD0yo9zvTSTUxI","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pf2e":{"itemGrants":{"thief":{"id":"HKXRTiaKA7XdglMY","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":"5LehWbEruLokuH9q","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":"V1Tiuq45h0bGiqWa","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":"5LehWbEruLokuH9q","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":"lyjkbpPGGputwL2P","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":"5LehWbEruLokuH9q","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":"J5behIYF0gM6G193","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":"5LehWbEruLokuH9q","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":"HKXRTiaKA7XdglMY","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"},"pf2e":{"grantedBy":{"id":"UVkD0yo9zvTSTUxI","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":"83nD5aijynFPLlhM","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.1RygexXEjCKuR3Ps"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Undaunted","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>Your spirit has endured many challenges over its long existence, and you are certain you can overcome whatever hardships life throws your way. You gain a +1 circumstance bonus to saves 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","predicate":["emotion"],"selector":"saving-throw","type":"circumstance","value":1},{"key":"Note","outcome":["success"],"predicate":["emotion"],"selector":"saving-throw","text":"When you roll a success on a save 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":"undaunted","source":{"value":"Pathfinder Lost Omens: Character Guide"},"traits":{"rarity":"common","value":["leshy"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"tiiH85dZoVMgzJoC","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":"L5b7q361lt0paT9x","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.9XALeVNcmlIxf3tJ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Twin Feint","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 make a dazzling series of attacks with both weapons, using the first attack to throw your foe offguard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"twin-feint","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"8sHtPcyF0z6tXExp","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Pickpocket","sort":0,"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":"skill-1","prerequisites":{"value":[{"value":"trained in Thievery"}]},"rules":[],"slug":"pickpocket","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FrFpvIY7SPXBxlRw","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-2","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":"30C9Kfvk9v4YOVoB","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-3","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":["ac","saving-throw"],"type":"circumstance","value":1}],"slug":"recognize-spell","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","secret","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"hKlyLtbICRg1mzbg","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":"4t54N5lFSgll47m0","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":"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":"rapier","source":{"value":"Pathfinder Core 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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":0},"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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long.</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":{"sp":9}},"propertyRune1":{"value":""},"propertyRune2":{"value":""},"propertyRune3":{"value":""},"propertyRune4":{"value":""},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"shortsword","source":{"value":"Pathfinder Core 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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":"GlCUNTE3uxsZRH80","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":null,"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. 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"},{"_id":"q7QPPtU6YnasUapi","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>50 feet of rope.</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":{"sp":5}},"quantity":2,"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":"yYfIpylgmlPXApJI","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":"dFRMkMh98zODYEWK","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Sw7MBLASN3xK4Y44"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/thieves-tools.webp","name":"Thieves' Tools (Replacement Picks)","sort":0,"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":3,"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":"fBx9o8A8nIRANo4D","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":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":4}},"quantity":2,"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":"rug3zaT1z5Z6kgc8","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.w2ENw2VMPcsbif8g"}},"img":"systems/pf2e/icons/equipment/weapons/arrows.webp","name":"Arrows","sort":0,"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":"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":"SfUXvnCsLnaj8kS7","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":"BSPFda79fMy3Dg4V","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.nrAaCGSppPhPxOj3"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/apple.webp","name":"Sack of Rotten Fruit","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":null,"description":{"value":"<p><strong>Activate</strong> <span class=\"pf2-icon\">1</span> Strike</p>\n<p>Each of these unassuming sacks contains enough rotting fruit to provide a fungus leshy with 1 week's worth of rations, along with clusters of stones to help press out the fruit's juices. When you Strike a creature with a sack of rotten fruit, the sack is consumed while the creature takes [[/r 1d4[bludgeoning]]]{1d4 bludgeoning damage} and must attempt an @Check[type:fortitude|dc:15] save. On a failure, the creature is @UUID[Compendium.pf2e.conditionitems.fesd1n5eVhpCSS18]{Sickened 1}. The range increment of a thrown sack of rotten fruit is 20 feet.</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":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":3}},"quantity":3,"rules":[],"size":"med","slug":"sack-of-rotten-fruit","source":{"value":"Pathfinder Adventure: A Fistful of Flowers"},"stackGroup":null,"traits":{"rarity":"uncommon","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"}],"name":"Reaching Rings","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":41},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["dex","int","con","wis"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"N"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"ethnicity":{"value":""},"gender":{"value":"They/Them"},"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","levelBump":false,"playerNumber":null,"reputation":{"EA":null,"GA":null,"HH":null,"RO":null,"VS":null,"VW":null},"school":null},"resources":{"crafting":{"infusedReagents":{}},"focus":{},"heroPoints":{"max":3,"value":1}},"saves":{},"skills":{"acr":{"rank":1},"arc":{"rank":1},"ath":{"rank":1},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":0},"med":{"rank":1},"nat":{"rank":0},"occ":{"rank":1},"prf":{"rank":0},"rel":{"rank":1},"soc":{"rank":1},"ste":{"rank":2},"sur":{"rank":1},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["gnomish"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.umOntDTQXImkZhug"}}}
{"_id":"vCqYsDQ6UVN2fbNZ","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/elf.svg","items":[{"_id":"yQA1yamE5IFRMJBA","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":"5XpTapRevfYfY1Jj","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":"wis","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":"M6HozHRP5PGGpZU4","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.nW1gi13E62Feto2w"}},"img":"systems/pf2e/icons/features/ancestry/woodland-elf.webp","name":"Woodland Elf","sort":0,"system":{"ancestry":{"name":"Elf","slug":"elf","uuid":"Compendium.pf2e.ancestries.PgKmsA2aKdbLU6O0"},"description":{"value":"<p>You're adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]{Climbing} trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have @UUID[Compendium.pf2e.feats-srd.P04Hw8E6WAWARKHP]). This doesn't affect you if you're using a climb Speed.</p>\n<p>You can always use the @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz] action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can take cover behind.</p>"},"rules":[{"key":"Note","predicate":["action:climb","plants"],"selector":"athletics","text":"When you climb trees, vines or other foliage, you move at half your Speed on a success, and full speed on a critical success.","title":"{item|name}"}],"slug":"woodland-elf","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"DErFmyMtY400qTtc","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.6UmhTxOQeqFnppxx"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Guard","sort":0,"system":{"boosts":{"0":{"selected":"cha","value":["cha","str"]},"1":{"selected":"wis","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage.</p>\n<p>Choose two ability boosts. One must be to <strong>Strength</strong> or <strong>Charisma</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Intimidation skill, and the Legal Lore skill or Warfare Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.ar2DUlvDK4LDcH9J] skill feat.</p>"},"items":{"zudho":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Quick Coercion","uuid":"Compendium.pf2e.feats-srd.ar2DUlvDK4LDcH9J"}},"rules":[],"slug":"guard","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"<Legal or Warfare> Lore","trainedSkills":{"value":["itm"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"2Wg4t4tSXAPkgaMM","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.ar2DUlvDK4LDcH9J"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Coercion","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can bully others with just a few choice implications. You can @UUID[Compendium.pf2e.actionspf2e.tHCqgwjtQtzNqVvd] a creature after 1 round of conversation instead of 1 minute. You still can't Coerce a creature in the midst of combat, or without engaging in a conversation.</p>"},"level":{"value":1},"location":"DErFmyMtY400qTtc","prerequisites":{"value":[{"value":"trained in Intimidation"}]},"rules":[],"slug":"quick-coercion","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"YBgW3ADBzeALzj4B","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":"BEm7yipBsXfmHKOB","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"pf2e":{"itemGrants":{"achaekek":{"id":"wgiiq4VNbpuSBeVt","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/deity.webp","name":"Deity (Achaekek)","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":"YBgW3ADBzeALzj4B","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.51kMMWaT6CqpGlGk"},{"flag":"achaekek","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":"ktLVbiaHgwmIeWNX","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"pf2e":{"itemGrants":{"cloisteredCleric":{"id":"5lrB2tzOFclHz3rP","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":"YBgW3ADBzeALzj4B","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":"oaEvVVjExvBlYRX2","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":"YBgW3ADBzeALzj4B","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":"1P38NvZynmazueFA","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":"YBgW3ADBzeALzj4B","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":"fTydE6A3QwHU4vDS","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":"YBgW3ADBzeALzj4B","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":"pO91w0Ms8y6zJ8Ab","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"pf2e":{"itemGrants":{"firstDoctrineCloisteredCleric":{"id":"3DQlxKeFBQzjQxWQ","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":"YBgW3ADBzeALzj4B","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":"El5ufKTWFhGCooqe","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.OnfrrwCfDFCFw0tc"},"pf2e":{"itemGrants":{"secondDoctrineCloisteredCleric":{"id":"d5O3tGCjSZUYG62r","onDelete":"detach"}}}},"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":"YBgW3ADBzeALzj4B","prerequisites":{"value":[]},"rules":[{"flag":"secondDoctrineCloisteredCleric","key":"GrantItem","predicate":["feature:cloistered-cleric"],"uuid":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa"},{"flag":"secondDoctrineWarpriest","key":"GrantItem","predicate":["feature:warpriest"],"uuid":"Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX"}],"slug":"second-doctrine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"kJ6n3TYqlEt5Rx9k","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":"YBgW3ADBzeALzj4B","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":"wgiiq4VNbpuSBeVt","flags":{"core":{"sourceId":"Compendium.pf2e.deities.51kMMWaT6CqpGlGk"},"pf2e":{"grantedBy":{"id":"BEm7yipBsXfmHKOB","onDelete":"cascade"}}},"img":"systems/pf2e/icons/default-icons/deity.svg","name":"Achaekek","sort":0,"system":{"ability":["str","dex"],"alignment":{"follower":["LN","LE","NE"],"own":"LE"},"category":"deity","description":{"value":"<p>While Achaekek's divine genesis is heavily debated among scholars, it is believed that he was created-either by the power of a singular deity or a group of them-to eradicate those who would steal a god's divinity, and he has since become the enforcer of divine punishment. Known as He Who Walks in Blood, he slumbers in the blood of heretics and worshippers alike in an immense cleft carved into the base of the Boneyard's spire, a realm known as the Blood Vale. He keeps no formal relationships with any other deities, even his sister, Grandmother Spider, who repeatedly coaxes Achaekek to rebel against the gods and abandon his duties. In response, even though some gods disapprove of Achaekek's methods, few openly defy him.</p>\n<p><strong>Edicts</strong> conduct assassinations, spread the Red Mantis's infamy, wield sawtooth sabers in combat</p>\n<p><strong>Anathema</strong> kill a rightful ruler, become fixated on petty matters such as others' gender or ancestry, abandon an assassination contract you agreed to pursue</p>\n<p><strong>Areas of Concern</strong> assassins, divine punishments, and the Red Mantis</p>"},"domains":{"alternate":[],"primary":["death","might","trickery","zeal"]},"font":["harm"],"rules":[],"skill":"ste","slug":"achaekek","source":{"value":"Pathfinder Lost Omens: Gods & Magic"},"spells":{"1":"Compendium.pf2e.spells-srd.Gb7SeieEvd0pL2Eh","2":"Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB","4":"Compendium.pf2e.spells-srd.tlcrVRqW1MSKJ5IC"},"weapons":["sawtooth-saber"],"schema":{"version":0.84,"lastMigration":null}},"type":"deity"},{"_id":"5lrB2tzOFclHz3rP","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ZZzLMOUAtBVgV1DF"},"pf2e":{"grantedBy":{"id":"ktLVbiaHgwmIeWNX","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":"Lbth11BdCjwBvX3D","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN"},"pf2e":{"grantedBy":{"id":"3DQlxKeFBQzjQxWQ","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Domain Initiate (Zeal)","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":"zeal"}],"slug":"domain-initiate","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"3DQlxKeFBQzjQxWQ","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.aiwxBj5MjnafCMyn"},"pf2e":{"grantedBy":{"id":"pO91w0Ms8y6zJ8Ab","onDelete":"cascade"},"itemGrants":{"domainInitiate":{"id":"Lbth11BdCjwBvX3D","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":"d5O3tGCjSZUYG62r","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.sa7BWfnyCswAvBVa"},"pf2e":{"grantedBy":{"id":"El5ufKTWFhGCooqe","onDelete":"cascade"}}},"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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"xr8idwu6gOX9Lqyy","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":"ZJAdTnST2Vw0vRTp","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.WoLh16gyDp8y9WOZ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Ancestral Longevity","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.</p>"},"level":{"value":1},"location":"ancestry-5","prerequisites":{"value":[{"value":"at least 100 years old"}]},"rules":[],"slug":"ancestral-longevity","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["elf"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"y6xkDvvl6acvNEj0","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.1W0a6YCyoYv8dm4e"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Harming Hands","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>The mordant power of your negative energy grows. When you cast <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em>, you roll d10s instead of d8s.</p>"},"level":{"value":1},"location":"class-2","prerequisites":{"value":[{"value":"harmful font"}]},"rules":[{"key":"DamageDice","override":{"dieSize":"d10"},"predicate":["item:slug:harm"],"selector":"spell-damage"}],"slug":"harming-hands","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9GmNBi8TLNcs7zi6","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.o5q9FBrPsAYqEl5w"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Channel Smite","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":2},"category":"class","description":{"value":"<p><strong>Cost</strong> Expend a <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> or <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em> spell.</p>\n<hr />\n<p>You siphon the destructive energies of positive or negative energy through a melee attack and into your foe.</p>\n<p>Make a melee Strike and add the spell's damage to the Strike's damage.</p>\n<p>This is negative damage if you expended a <em>harm</em> spell or positive damage if you expended a <em>heal</em> spell. The spell is expended with no effect if your Strike fails or hits a creature that isn't damaged by that energy type (such as if you hit a non-undead creature with a <em>heal</em> spell).</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[{"value":"harmful font or healing font"}]},"rules":[],"slug":"channel-smite","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric","divine","necromancy"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"iukDpUM7arqxWHcu","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.Trj5azJlaOk5jgBi"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Divine 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>Trigger</strong> You finish Casting a Spell using one of your divine spell slots on your turn.</p>\n<hr />\n<p>You siphon residual spell energy into a weapon you're wielding. Until the end of your turn, the weapon deals an additional 1d4 force damage.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.zZ25N1zpXA8GNhFL]</p>\n<p>You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity's alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.OkcblqWj4aHVAkrp]</p>\n<p>@UUID[Compendium.pf2e.feat-effects.AclYG5JuBFrjCY3I]</p>\n<p>@UUID[Compendium.pf2e.feat-effects.dvOfGUuvG8ihcN8d]</p>\n<p>@UUID[Compendium.pf2e.feat-effects.GlpZyxAGhy5QNqkm]</p>"},"level":{"value":6},"location":"class-6","prerequisites":{"value":[]},"rules":[],"slug":"divine-weapon","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"IxKBYHaVIlk0O0zd","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":"gQ1ehCKYaRocTWNz","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.gUqvezs2zzoTXFAI"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Group Coercion","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>When you @UUID[Compendium.pf2e.actionspf2e.tHCqgwjtQtzNqVvd], you can compare your Intimidation 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 you can Coerce in a single action 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-4","prerequisites":{"value":[{"value":"trained in Intimidation"}]},"rules":[],"slug":"group-coercion","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"emNOpwPZOuQopnv0","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. You must still use another hand and both legs to Climb.</p>"},"level":{"value":1},"location":"skill-6","prerequisites":{"value":[{"value":"trained in Athletics"}]},"rules":[],"slug":"combat-climber","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Wx6NTZp9gSOAFimJ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BStw1cANwx5baL6d"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Armor Proficiency","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":"VWkXQ81vHN7bbg1v","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Prepared Spells","sort":0,"system":{"ability":{"value":"wis"},"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":"kNGBEUgn29avWv9v"},"1":{"id":"5NaH4QXOfBWMLJ4C"},"2":{"id":"3uMmU1JySjKeq8NA"},"3":{"id":"jXPzBNLPGwT93vep"},"4":{"id":"cs1zl8ohvxiNyaHN"}},"value":0},"slot1":{"max":3,"prepared":{"0":{"id":"WfKnkme6HzunCqxO"},"1":{"id":"mIvet6TrkMdgRqH9"},"2":{"id":"9gpa5W7sWM7bQBfB"}},"value":0},"slot10":{"max":0,"prepared":[],"value":0},"slot11":{"max":0,"prepared":[],"value":0},"slot2":{"max":3,"prepared":{"0":{"id":"XqFq6Jl35kUT5vg2"},"1":{"id":"32KGGqvGW7T4fXKQ"},"2":{"id":"3QafDeu35FWfg828"}},"value":0},"slot3":{"max":3,"prepared":{"0":{"id":"2snWQfKcBiGbfqxy"},"1":{"id":"XqFq6Jl35kUT5vg2"},"2":{"id":"ToGLjlSuHZZSfLo9"}},"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"kNGBEUgn29avWv9v","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.mAMEt4FFbdqoRnkN"}},"img":"systems/pf2e/icons/spells/chill-touch.webp","name":"Chill Touch","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":"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":"VWkXQ81vHN7bbg1v"},"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":"5NaH4QXOfBWMLJ4C","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":"VWkXQ81vHN7bbg1v"},"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":"3uMmU1JySjKeq8NA","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":"VWkXQ81vHN7bbg1v"},"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":"jXPzBNLPGwT93vep","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":"VWkXQ81vHN7bbg1v"},"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":"cs1zl8ohvxiNyaHN","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":"VWkXQ81vHN7bbg1v"},"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":"WfKnkme6HzunCqxO","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.aIHY2DArKFweIrpf"}},"img":"systems/pf2e/icons/spells/command.webp","name":"Command","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 shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the @UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D] condition), release what it's holding, drop @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60], or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save.</p>\n<hr /><strong>Success</strong> The creature is unaffected.\n<p><strong>Failure</strong> For the first action on its next turn, the creature must use a single action to do as you command.</p>\n<p><strong>Critical Failure</strong> The target must use all its actions on its next turn to obey your command.</p>\n<hr /><strong>Heightened (5th)</strong> You can target up to 10 creatures."},"duration":{"value":"until the end of the target's next turn"},"hasCounteractCheck":{"value":false},"heightening":{"levels":{"5":{"target":{"value":"10 creatures"}}},"type":"fixed"},"level":{"value":1},"location":{"value":"VWkXQ81vHN7bbg1v"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"will"},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"command","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":["auditory","linguistic","mental"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"mIvet6TrkMdgRqH9","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.J7Y7tl0bbdz7TcCc"}},"img":"systems/pf2e/icons/spells/ray-of-enfeeblement.webp","name":"Ray of Enfeeblement","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 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":"VWkXQ81vHN7bbg1v"},"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":"9gpa5W7sWM7bQBfB","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":"VWkXQ81vHN7bbg1v"},"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":"XqFq6Jl35kUT5vg2","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":"VWkXQ81vHN7bbg1v"},"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":"bXtFfqeXSS5zXjsd","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":{"value":"VWkXQ81vHN7bbg1v"},"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":"32KGGqvGW7T4fXKQ","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":{"value":"VWkXQ81vHN7bbg1v"},"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":"3QafDeu35FWfg828","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.Fq9yCbqI2RDt6Orw"}},"img":"systems/pf2e/icons/spells/spiritual-weapon.webp","name":"Spiritual Weapon","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":"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":"VWkXQ81vHN7bbg1v"},"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":"Pathfinder Core Rulebook"},"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":"2snWQfKcBiGbfqxy","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.VosLNn2M8S7JH67D"}},"img":"systems/pf2e/icons/spells/blindness.webp","name":"Blindness","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 blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute.</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.XgEqL1kFApUbl5Z2] until its next turn begins.</p>\n<p><strong>Failure</strong> The target is Blinded for 1 minute.</p>\n<p><strong>Critical Failure</strong> The target is Blinded permanently.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":3},"location":{"value":"VWkXQ81vHN7bbg1v"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"","value":"fortitude"},"school":{"value":"necromancy"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"blindness","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":["incapacitation"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"ToGLjlSuHZZSfLo9","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.KqvqNAfGIE5a9wSv"}},"img":"systems/pf2e/icons/spells/heroism.webp","name":"Heroism","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 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":"VWkXQ81vHN7bbg1v"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"heroism","source":{"value":"Pathfinder Core Rulebook"},"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":"dmfvGWBYeVAomxq7","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Harmful Font","sort":0,"system":{"ability":{"value":"wis"},"autoHeightenLevel":{"value":null},"description":{"value":""},"displayLevels":{},"prepared":{"value":"innate"},"proficiency":{"slug":"","value":1},"rules":[],"showSlotlessLevels":{"value":false},"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"n8byhLd6coAqLJ7t","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,"uses":{"max":3,"value":3},"value":"dmfvGWBYeVAomxq7"},"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":"Afux3oeP1SnJoFIZ","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine 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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"Qr2UDdyxyVLjKoFo","flags":{"core":{"sourceId":"Compendium.pf2e.spells-srd.W37iBXLsY2trJ1rS"}},"img":"systems/pf2e/icons/spells/weapon-surge.webp","name":"Weapon Surge","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>Holding your weapon aloft, you fill it with divine energy.</p>\n<p>On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage.</p>\n<p>If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice).</p>\n<p>If the target weapon leaves your possession, weapon surge immediately ends.</p>\n<p>@UUID[Compendium.pf2e.spell-effects.qlz0sJIvqc0FdUdr]</p>\n<p>@UUID[Compendium.pf2e.spell-effects.W0PjCMyGOpKAuyKX]</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":false},"level":{"value":1},"location":{"value":"Afux3oeP1SnJoFIZ"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"touch"},"rules":[],"save":{"basic":"","value":""},"school":{"value":"evocation"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"weapon-surge","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 weapon you're wielding"},"time":{"value":"1"},"traditions":{"value":[]},"traits":{"rarity":"uncommon","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"spell"},{"_id":"slC70UidAiaisjB2","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":0,"invested":null},"equippedBulk":{"value":""},"group":"sling","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":50,"reload":{"value":"1"},"rules":[],"size":"med","slug":"sling","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["propulsive"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"n3IMfMqMwrNK90oD","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.wkzxLpSe7LN6c5Ld"}},"img":"systems/pf2e/icons/equipment/weapons/sawtooth-saber.webp","name":"Sawtooth Saber","sort":0,"system":{"MAP":{"value":""},"baseItem":"sawtooth-saber","bonus":{"value":0},"bonusDamage":{"value":0},"category":"advanced","containerId":null,"damage":{"damageType":"slashing","dice":1,"die":"d6"},"description":{"value":"<p>The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name.</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":5}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"sawtooth-saber","source":{"value":"Pathfinder Core Rulebook"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":"striking"},"traits":{"rarity":"uncommon","value":["agile","finesse","twin"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"Bl4YABZGdtDiVH7Z","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"},{"_id":"aOQ375mEC92vgGga","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.2gYZiUw9yjtb0yJY"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/demon-mask.webp","name":"Mantis Mask of Fear","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">D</span> Interact</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> The mask casts a <em>@UUID[Compendium.pf2e.spells-srd.4koZzrnMXhhosn0D]</em> spell with a DC of 20.</p>"},"equipped":{"carryType":"worn","handsHeld":0,"inSlot":true,"invested":true},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":4},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":85}},"quantity":1,"rules":[{"key":"FlatModifier","selector":"intimidation","type":"item","value":1}],"size":"med","slug":"demon-mask","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["enchantment","invested","magical"]},"usage":{"value":"wornmask"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"GiI7n1L1OGrhCMxT","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.1r6StS0irdvi5JHY"}},"img":"systems/pf2e/icons/equipment/worn-items/other-worn-items/ventriloquists-ring.webp","name":"Ventriloquist's Ring","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">D</span> Interact</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p><strong>Effect</strong> Twisting the ring around your finger allows you to magically throw your voice, with the effects of a <em>@UUID[Compendium.pf2e.spells-srd.yV7Ouzaoe7DHLESI]</em> spell (DC 19).</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":"deception","type":"item","value":1}],"size":"med","slug":"ventriloquists-ring","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["illusion","invested","magical"]},"usage":{"value":"worn"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"uN2gZHhBLHWQ7Ke5","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ktjFOp3U0wQD9t0Z"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/antidote.webp","name":"Antidote (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>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":"msEcXPGVrbMKRSOd","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"},"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":"3ab8Kml4SN6GEEpW","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.0CNSvLpeSM4aIfPJ"}},"img":"systems/pf2e/icons/equipment/consumables/talismans/feather-step-stone.webp","name":"Feather Step Stone","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"talisman"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it. When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn.</p>\n<p><strong>Usage</strong> affixed to armor</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">F</span> Envision</p>\n<p><strong>Trigger</strong> You Stride or Step</p>\n<p><strong>Requirements</strong> You are an expert in Acrobatics</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":8}},"quantity":1,"rules":[],"size":"med","slug":"feather-step-stone","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["consumable","magical","talisman","transmutation"]},"usage":{"value":"affixed-to-armor"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"tCcwryiP05PsHZgy","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.5RGNjhDxZ0yMhTds"}},"img":"systems/pf2e/icons/equipment/alchemical-items/alchemical-poisons/hunting-spider-venom.webp","name":"Hunting Spider Venom","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"poison"},"consume":{"value":""},"containerId":null,"description":{"value":"<p>This venom erodes its target's defenses, aiding the spider in securing prey.</p>\n<hr />\n<p><strong>Activate</strong> <span class=\"pf2-icon\">D</span> Interact (Injury)</p>\n<p><strong>Saving Throw</strong> @Check[type:fortitude|dc:21]</p>\n<p><strong>Maximum Duration</strong> 6 rounds</p>\n<p><strong>Stage 1</strong> [[/r 1d10[poison]]] damage and @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] (1 round)</p>\n<p><strong>Stage 2</strong> [[/r 1d12[poison]]] damage, @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1}, and flat-footed (1 round)</p>\n<p><strong>Stage 3</strong> [[/r 2d6[poison]]] damage, clumsy 2, and flat-footed (1 round)</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":25}},"quantity":1,"rules":[],"size":"med","slug":"hunting-spider-venom","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["alchemical","consumable","injury","poison"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"cFZXHsn8qJL20xcE","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":"8dc6ZO3N9Kt1hkjV","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Heal (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.rfZpqmj0AIIdkVIs]</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.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":2,"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":["consumable","magical","scroll","divine","primal"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"43R6evrNWFlNrQ3t","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Y7UD64foDbDMV9sx"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/spell-scroll.webp","name":"Scroll of Remove Fear (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.EfFMLVbmkBWmzoLF]</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.EfFMLVbmkBWmzoLF"}},"img":"systems/pf2e/icons/spells/remove-fear.webp","name":"Remove 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>With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> The spell's range increases to 30 feet, and you can target up to 10 creatures.</p>"},"duration":{"value":""},"hasCounteractCheck":{"value":true},"heightening":{"levels":{"6":{"range":{"value":"30 feet"},"target":{"value":"10 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":"enchantment"},"secondarycasters":{"value":""},"secondarycheck":{"value":""},"slug":"remove-fear","source":{"value":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"sustained":{"value":false},"target":{"value":"1 creature"},"time":{"value":"2"},"traditions":{"value":["divine","occult","primal"]},"traits":{"rarity":"common","value":[]}},"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":"0X1H90jV2wLvB2aw","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":"dwDc4VzUu7Czr6YU","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":"T8H7mMRDTj7DYJQs","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":"8mlmsT7FKL9Q7bC1","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.Jvp0x2Sc82WVpExT"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/disguisekit.webp","name":"Disguise Kit","sort":0,"system":{"baseItem":null,"containerId":"T8H7mMRDTj7DYJQs","description":{"value":"<p>This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit.</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":2}},"quantity":1,"rules":[],"size":"med","slug":"disguise-kit","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":"gM3QNg4HDduqUOwB","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.WAsQ6WuMYUB77Uh0"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/hourglass.webp","name":"Hourglass (5 minutes)","sort":0,"system":{"baseItem":null,"containerId":"T8H7mMRDTj7DYJQs","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":{"gp":3}},"quantity":1,"rules":[],"size":"med","slug":"hourglass","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":"ZSYUCwY5Tg9jal3W","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.z1okOYtNVnpBNj9F"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/religious-text.webp","name":"Religious Text of Achaekek","sort":0,"system":{"baseItem":null,"containerId":"T8H7mMRDTj7DYJQs","description":{"value":"<p>This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it.</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":"religious-text","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":"Eteleon","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":60},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["wis","con","dex","str"],"5":["con","dex","str","cha"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"LE"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"<p>Eteleon is a living conduit for the mantis god's vengeance, channeling divine wrath into his sword strikes and numbing enemies with his fearsome gaze and spells.</p>\n<p>Left in the Crimson Citadel's care as a baby, Eteleon grew up indoctrinated in Achaekek's faith. However, the child never passed the grueling physical tests to become like the assassins who raised him, and once he became an adult, the leaders sent him to Thuvia to serve as a contact and spy. Eteleon served faithfully, and when he overheard a mercenary bragging about a stolen sawtooth saber, he stalked, confronted, disarmed, and killed the thief by using that serrated blade. Returning to the Crimson Citadel, Eteleon presented the blade to the assassins, insisting it belonged only in the hands of Achaekek's faithful. At this proclamation, the sword glowed with the favor of He Who Walks in Blood, and the Red Mantis assassins welcomed Eteleon as one of their own.</p>\n<p>Eteleon serves with unshakable faith, taking special pride in defending Achaekek's reputation through fear. He also remembers the pain of being cast out into a world without anyone to guide him, and over the past decade, he's become the recruiter and mentor for many of the newest Red Mantis assassins. Occasionally, a hint of Eteleon's heartfelt kindhearted pride shows through his fearsomely stoic demeanor.</p>\n<p><strong>Kangir:</strong> Eteleon knows Kangir only by reputation. Might such a notoriously bloodthirsty soul be fit to serve Achaekek? She wouldn't be the strangest disciple Eteleon's mentored...</p>\n<p><strong>Teskorbito, Yacob, and Zeah:</strong> Eteleon recruited and mentored all three assassins- Teskorbito in Varisia, Yacob in Taldor, and Zeah in Rahadoum. By all reports, they've become accomplished assassins since. However, Eteleon's never partnered with them on an official mission before, and he's eager to witness and support their exploits firsthand.</p>","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/icons/default-icons/deity.svg","value":"Achaekek"},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"str"},"level":{"value":6},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{"light":{"rank":1},"weapon-base-sawtooth-saber":{"breakdown":"","custom":true,"rank":1,"value":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":{},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":0},"dec":{"rank":1},"dip":{"rank":0},"itm":{"rank":2},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":2},"sur":{"rank":0},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["osiriani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.vCqYsDQ6UVN2fbNZ"}}}
{"_id":"vcwqnXHkhzFhrt7O","img":"systems/pf2e/icons/iconics/ValerosFull.webp","items":[{"_id":"nE4W6cco1UbQMZjh","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Farming Lore","sort":700000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"N8xEarq0bzPWep2R","img":"systems/pf2e/icons/default-icons/heritage.svg","name":"Warden","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>You and your family members are survivors, and you've learned how to take care of yourself. Pick one of the following benefits and write it on your character sheet.</p>\n<ul>\n<li>Add 4 to your maximum Hit Points.</li>\n<li>You become an expert in Fortitude saving throws.</li>\n<li>You become trained in medium armor.</li>\n</ul>"},"rules":[{"key":"FlatModifier","selector":"hp","value":4}],"slug":null,"source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"OfEwfbZ6736vjSHq","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":"7DVubjGGDTwZ5zdY","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":"4phGxFd4AB71tMGN","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":"7DVubjGGDTwZ5zdY","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":"FrwMSNTYvAXkoGmG","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":{"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":"bpkVRN6fswppAOf4","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.hmShTfPOcTaKgbf4"},"pf2e":{"itemGrants":{"attackOfOpportunity":{"id":"aS1hZXQ331fBqw8g","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":"FrwMSNTYvAXkoGmG","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":"BPmYKpMXTBTOQC6V","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.eZNCckLzbH3GyncH"},"pf2e":{"itemGrants":{"shieldBlock":{"id":"0iaJmhpfCOYfagpz","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":"FrwMSNTYvAXkoGmG","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":"aS1hZXQ331fBqw8g","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT"},"pf2e":{"grantedBy":{"id":"bpkVRN6fswppAOf4","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":"0iaJmhpfCOYfagpz","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"BPmYKpMXTBTOQC6V","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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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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"}],"name":"Valeros (Beginner Box)","prototypeToken":{"name":"Valeros","texture":{"src":"systems/pf2e/icons/iconics/Valeros.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":24},"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","con","dex","int"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"<p>Valeros was a month away from an arranged marriage to a farmer's daughter when he realized he didn't want to be tied down to one place for his entire life. He left in the middle of the night with a change of clothes, some food, and an axe handle for a weapon. He fell in with mercenaries who taught him how to wield a sword and wear heavy armor, but his good heart made him not want to work for cheats, swindlers, and sadists. He became an adventurer, making his own decisions about whom he'd fight and why. Valeros is friendly and brave. Though he sometimes gets in over his head and throws himself into battle with too much gusto, he's smart and doesn't let people talk to him like he's a brute. He is loyal to his friends, fond of a good mug of ale, and happiest when in the company of women.</p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"heritage":{"value":"Warden"},"keyability":{"value":"str"},"level":{"min":1,"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":{"fortitude":{"rank":2,"value":0},"reflex":{"rank":2,"value":0},"will":{"rank":1,"value":0}},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":1},"cra":{"rank":1},"dec":{"rank":0},"dip":{"rank":1},"itm":{"rank":1},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":0},"rel":{"rank":0},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":1},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["common"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.vcwqnXHkhzFhrt7O"}}}
{"_id":"xgadoa9HjqMhrnvX","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","items":[{"_id":"CviryiDpbxTvwUBP","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Kobold Lore","sort":3600000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"R06PVp4aroeB7e95","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Legal Lore","sort":3700000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"f97gqldfh1gib8hy","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.nF5NUinK23fOLn5u"}},"img":"systems/pf2e/icons/features/ancestry/dragonscaled-kobold.webp","name":"Dragonscaled Kobold","sort":3200000,"system":{"ancestry":{"name":"Kobold","slug":"kobold","uuid":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"},"description":{"value":"<p>Your scales are especially colorful, possessing some of the same resistance a dragon possesses. You gain resistance equal to half your level (minimum 1) to the damage type associated with your @UUID[Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig]. Double this resistance against dragons' Breath Weapons.</p>"},"rules":[],"slug":"dragonscaled-kobold","source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"oPPXGHzFJwsvSDBh","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.7oQxL6wgsokD3QXG"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/kobold.svg","name":"Kobold","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["aklo","dwarven","gnomish","infernal","terran","undercommon"]},"boosts":{"0":{"value":["cha"]},"1":{"value":["dex"]},"2":{"selected":"con","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.</em></p>\n<hr />\n<p>Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own.</p>\n<p>If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons.</li>\n<li>Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes.</li>\n<li>Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that you are cowardly and won't stick around in the face of danger.</li>\n<li>Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses.</li>\n<li>Consider your claims of draconic power to be overblown, delusional, or endearing.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or—more rarely—vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60.</p>\n<p>The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar, whether that's the dragon they currently serve or the dragon type from which they're descended.</p>\n<h2>Society</h2>\n<p>Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.</p>\n<p>Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality.</p>\n<h2>Alignment and Religion</h2>\n<p>All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival.</p>\n<p>Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward Abadar's order or Shelyn's artistic flair. More sinister communities uphold Asmodeus and other archdevils as common patrons. The dragon deities Apsu and Dahak are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads.</p>\n<h2>Adventurers</h2>\n<p>Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace—and sometimes revenge. Typical kobold backgrounds include artisan, artist, criminal, hunter, miner, scout, and tinker, plus bandit, cultist, scavenger, and servant. Kobolds excel as bards, rangers, rogues, and sorcerers, though they also often channel their ingenuity as alchemists or wizards.</p>\n<h2>Names</h2>\n<p>A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz</p>\n<hr />\n<p><strong>PFS Note</strong> Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry.</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Kobold 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> Constitution</p>\n<p><strong>Languages</strong> Common, Draconic</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Gnomish, Infernal, 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>Draconic Exemplar</strong> You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the @UUID[Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig]{Draconic Exemplars table}.</p>"},"flaws":{"0":{"value":["con"]}},"hp":6,"items":{"xhq7h":{"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","level":"1","name":"Draconic Exemplar","uuid":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"languages":{"custom":"","value":["common","draconic"]},"reach":5,"rules":[],"size":"sm","slug":"kobold","source":{"value":"Pathfinder Advanced Player's Guide"},"speed":25,"traits":{"rarity":"uncommon","value":["humanoid","kobold"]},"vision":"darkvision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"eV4GstoEDu47x1DU","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.egpiSWBrNBb1Fmig"}},"img":"systems/pf2e/icons/features/ancestry/draconic-exemplar.webp","name":"Draconic Exemplar (Red Dragon)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the Draconic Exemplars table.</p>\n<h3><strong>Table 1-1 Draconic Exemplars</strong></h3>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>Dragon</th>\n<th>Breath Weapon Shape</th>\n<th>Damage Type</th>\n<th>Saving Throw</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Black</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Blue</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Green</td>\n<td>Cone</td>\n<td>Poison</td>\n<td>Fortitude</td>\n</tr>\n<tr>\n<td>Red</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>White</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Brass</td>\n<td>Line</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Bronze</td>\n<td>Line</td>\n<td>Electricity</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Copper</td>\n<td>Line</td>\n<td>Acid</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Gold</td>\n<td>Cone</td>\n<td>Fire</td>\n<td>Reflex</td>\n</tr>\n<tr>\n<td>Silver</td>\n<td>Cone</td>\n<td>Cold</td>\n<td>Reflex</td>\n</tr>\n</tbody>\n</table>"},"level":{"value":0},"location":"oPPXGHzFJwsvSDBh","prerequisites":{"value":[]},"rules":[{"adjustName":true,"choices":[{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Black","value":"black"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Blue","value":"blue"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Green","value":"green"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Red","value":"red"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.White","value":"white"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Brass","value":"brass"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Bronze","value":"bronze"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Copper","value":"copper"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Gold","value":"gold"},{"label":"PF2E.SpecificRule.DragonDisciple.DragonChoice.Silver","value":"silver"}],"flag":"draconicExemplar","key":"ChoiceSet","prompt":"PF2E.SpecificRule.DragonDisciple.Prompt","rollOption":"self:feature:draconic-exemplar","selection":"red"}],"slug":"draconic-exemplar","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"VkASDh4dc6AkFpqp","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":"dex","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":"DivU84EcKOMEdoVh","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":"VkASDh4dc6AkFpqp","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":"NDBknHSqvGkcoXYb","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":"Gi1uJZ0eK37o6gR0","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pf2e":{"itemGrants":{"thief":{"id":"BQGh3wKhtAvu1ETq","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":"NDBknHSqvGkcoXYb","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":"4RsU6McBwh1yvU1P","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":"NDBknHSqvGkcoXYb","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":"at8jlr2cO5kI9Eh6","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":"NDBknHSqvGkcoXYb","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":"BQGh3wKhtAvu1ETq","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.wAh2riuFRzz0edPl"},"pf2e":{"grantedBy":{"id":"Gi1uJZ0eK37o6gR0","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":"3wPsahXWY7lk7aPH","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.IElFaS5i10MFYIvq"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Kobold Lore","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You attentively learned key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in Stealth and Thievery. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Kobold Lore.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.ste.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.thi.rank","value":1}],"slug":"kobold-lore","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["kobold"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"HhdhKFtSydrExwHT","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":"ZQWz4vx1nqUozFQl","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Battle Medicine","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"skill","description":{"value":"<p><strong>Requirements</strong> You are holding or wearing healer's tools.</p>\n<hr />\n<p>You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], and restore a corresponding amount of Hit Points; this does not remove the @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.</p>\n<p><strong>Editors note</strong> Paizo has clarified the usage of worn tools:</p>\n<blockquote>Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit. This has been marked for future errata.</blockquote>"},"level":{"value":1},"location":"skill-1","prerequisites":{"value":[{"value":"trained in Medicine"}]},"rules":[],"slug":"battle-medicine","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","healing","manipulate","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"Yj4tu867OgsCSDE1","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.62nnVQvGhoVLLl2K"}},"img":"systems/pf2e/icons/equipment/weapons/crossbow.webp","name":"Crossbow","sort":100000,"system":{"MAP":{"value":""},"baseItem":"crossbow","bonus":{"value":0},"bonusDamage":{"value":0},"category":"simple","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d8"},"description":{"value":"<p>This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. 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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":"d0Vic5NwfKRwQCZg","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.L9ZV076913otGtiB"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rations.webp","name":"Rations","sort":1900000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":7,"value":7},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"TbFTkfdiyMNqjO1T","description":{"value":""},"equipped":{"carryType":"worn"},"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":"hSWrBXi1kxJwctBN","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.8Jdw4yAzWYylGePS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/torch.webp","name":"Torch","sort":2000000,"system":{"baseItem":null,"containerId":"TbFTkfdiyMNqjO1T","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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Though she originally turned to authority figures for help, Quizrel found out the hard way that a society that valued order and conformity over everything else often did little to aid its outcasts; more often than not, Quizrel would get in as much or more trouble for being victimized than her bullies would suffer for victimizing her. Eventually, Quizrel decided to try a different approach. The next time a group of kobolds surrounded her with ill intentions, she bit the ringleader right on the nose and refused to let go. Quizrel got in trouble for this too, but the bullying stopped. </span></p>\n<p>Yet this hard-learned lesson never sat well with Quizrel, and she struggled to fully embrace it. After a great deal of soul-searching, she came to two conclusions: first, it wasn't fair for other outcast kobolds to suffer like she did, and second, Quizrel didn't like getting in trouble. To this end, she threw herself into the study of warren laws, regulations, and punishments. She found every loophole that she could use to force the other kobolds to rule in her favor when conflicts arose. Armed with the power of knowledge, Quizrel was able to wrangle better treatment for kobold misfits, gaining a smug satisfaction from manipulating the authorities who had abandoned her into finally acting. And when the legal approach failed, a claw hammer to the face in a dark tunnel worked wonders. </span></p>\n<p>Quizrel's experiences have given her a casual disregard for rules and authority, despite having learned to wield both to her advantage. Nothing thrills Quizrel more than doing something forbidden and getting away with it. She constantly ignores curfews and no-go zones, sneaking out past warren guards and traps to explore off-limits areas of Absalom's underground and possibly pilfer a few treasures while she's there. Quizrel has ambitions of finally making it up to the surface of Absalom, walking among the people and streets and luxuries of the city, then making it back to tell the tale and fill her fellow kobolds with awe.</span></p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"class":{"value":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"gender":{"value":"F/She/Her"},"height":{"value":""},"keyability":{"value":"dex"},"level":{"min":1,"value":1},"nationality":{"value":"Hookclaws"},"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":0}},"saves":{"fortitude":{"rank":1,"value":0},"reflex":{"rank":2,"value":0},"will":{"rank":2,"value":0}},"skills":{"acr":{"rank":1},"arc":{"rank":1},"ath":{"rank":1},"cra":{"rank":1},"dec":{"rank":1},"dip":{"rank":1},"itm":{"rank":0},"med":{"rank":1},"nat":{"rank":0},"occ":{"rank":1},"prf":{"rank":1},"rel":{"rank":1},"soc":{"rank":1},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":1}},"traits":{"languages":{"custom":"","selected":[],"value":["aklo","common","draconic","undercommon"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.xgadoa9HjqMhrnvX"}}}
{"_id":"yoAU5rWYH4KJGPr5","img":"systems/pf2e/icons/iconics/KyraFull.webp","items":[{"_id":"uJEnDRmbxgUBeYDu","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Scribing Lore","sort":100000,"system":{"description":{"value":""},"mod":{"value":0},"proficient":{"value":1},"rules":[],"slug":null,"source":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"lore"},{"_id":"i9GteI2oO60v4Mq6","img":"systems/pf2e/icons/default-icons/heritage.svg","name":"Warden","sort":0,"system":{"ancestry":{"name":"Human","slug":"human","uuid":"Compendium.pf2e.ancestries.IiG7DgeLWYrSNXuX"},"description":{"value":"<p>You and your family members are survivors, and you've learned how to take care of yourself. Pick one of the following benefits and write it on your character sheet.</p>\n<ul>\n<li>Add 4 to your maximum Hit Points.</li>\n<li>You become an expert in Fortitude saving throws.</li>\n<li>You become trained in medium armor.</li>\n</ul>"},"rules":[{"key":"FlatModifier","selector":"hp","value":4}],"slug":null,"source":{"value":""},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"sznEj3zdA5MjHSv5","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":"wis","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":"KtaC3mFhtYaiJcpk","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.CAjQrHZZbALE7Qjy"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Acolyte","sort":0,"system":{"boosts":{"0":{"selected":"wis","value":["int","wis"]},"1":{"selected":"con","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":"Pathfinder Core Rulebook"},"trainedLore":"Scribing","trainedSkills":{"value":["rel"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"xHCxlKsVJj7GNMyK","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.x7EMZNMavris2aHY"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Student of the Canon","sort":0,"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":"KtaC3mFhtYaiJcpk","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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"p6XywvRprBtfhogw","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":"e7AT5bUIS4WaclBn","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.DutW12WMFPHBoLTH"},"pf2e":{"itemGrants":{"sarenrae":{"id":"fyyM7lWG0TEiO7pa","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":"p6XywvRprBtfhogw","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":"ELnqLXrQiRDYxVFC","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.tyrBwBTzo5t9Zho7"},"pf2e":{"itemGrants":{"warpriest":{"id":"SJmvpxk5KEH89LZB","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":"p6XywvRprBtfhogw","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.0Aocw3igLwna9cjp"},{"flag":"warpriest","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":"lBTKbQDrddexkQku","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":"p6XywvRprBtfhogw","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":"wZhWyx1zW1RjgTx6","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":"p6XywvRprBtfhogw","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":"CdLjXOHfVGnwjHco","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":"p6XywvRprBtfhogw","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":"yLWuWLlgRf6790nf","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Qejo7FUWQtPTpgWH"},"pf2e":{"itemGrants":{"firstDoctrineWarpriest":{"id":"s9wiXawiejBgYuYg","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":"p6XywvRprBtfhogw","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":"fyyM7lWG0TEiO7pa","flags":{"core":{"sourceId":"Compendium.pf2e.deities.BNycwu3I21dTh4D9"},"pf2e":{"grantedBy":{"id":"e7AT5bUIS4WaclBn","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":"SJmvpxk5KEH89LZB","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.0Aocw3igLwna9cjp"},"pf2e":{"grantedBy":{"id":"ELnqLXrQiRDYxVFC","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/warpriest.webp","name":"Warpriest","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have trained in the more militant doctrine of your church, focusing on both spells and battle.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.xxkszluN9icAiTO4]{First Doctrine (1st)}</strong> You're trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction to reduce damage with a shield. If your deity's weapon is simple weapon or an unarmed attack, you gain the @UUID[Compendium.pf2e.feats-srd.DfLkIIg2reyYW3a8] cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX]{Second Doctrine (3rd)}</strong> You're trained in martial weapons.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.Zp81uTBItG1xlH4O]{Third Doctrine (7th)}</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.px3gVYp7zlEQIpcl]{Fourth Doctrine (11th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.kmimy4VOaoEOgOiQ]{Fifth Doctrine (15th)}</strong> Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.N1ugDqZlslxbp3Uy]{Final Doctrine (19th)}</strong> Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"override","path":"flags.pf2e.cleric","value":{"fifthDoctrine":"Compendium.pf2e.classfeatures.kmimy4VOaoEOgOiQ","finalDoctrine":"Compendium.pf2e.classfeatures.N1ugDqZlslxbp3Uy","firstDoctrine":"Compendium.pf2e.classfeatures.xxkszluN9icAiTO4","fourthDoctrine":"Compendium.pf2e.classfeatures.px3gVYp7zlEQIpcl","secondDoctrine":"Compendium.pf2e.classfeatures.D34mPo29r1J3DPaX","thirdDoctrine":"Compendium.pf2e.classfeatures.Zp81uTBItG1xlH4O"}}],"slug":"warpriest","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"60v6nU2ZhQHEvWL1","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},"pf2e":{"grantedBy":{"id":"s9wiXawiejBgYuYg","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":"s9wiXawiejBgYuYg","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.xxkszluN9icAiTO4"},"pf2e":{"grantedBy":{"id":"yLWuWLlgRf6790nf","onDelete":"cascade"},"itemGrants":{"shieldBlock":{"id":"60v6nU2ZhQHEvWL1","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/warpriest.webp","name":"First Doctrine (Warpriest)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You're trained in light and medium armor, and you have expert proficiency in Fortitude saves.</p>\n<p>You gain the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] general feat, a reaction to reduce damage with a shield.</p>\n<p>If your deity's weapon is a simple weapon or an unarmed attack, you gain the @UUID[Compendium.pf2e.feats-srd.DfLkIIg2reyYW3a8] cleric feat.</p>\n<p>At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.light.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.fortitude.rank","value":2},{"flag":"shieldBlock","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.jM72TjJ965jocBV8"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.light.rank","predicate":[{"gte":["self:level",13]},"feature:divine-defense"],"value":2},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.martial.medium.rank","predicate":[{"gte":["self:level",13]},"feature:divine-defense"],"value":2}],"slug":"first-doctrine-warpriest","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["cleric"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"0a9oJvpcga4hqpiT","img":"systems/pf2e/icons/default-icons/spellcastingEntry.svg","name":"Divine Prepared Spells","sort":0,"system":{"ability":{"value":"wis"},"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":"mKe5nb6wvGsn6MFJ"},"1":{"id":"vBM5bEWvEbTfzxQJ"},"2":{"id":"NWRePtJEgGdh6AXr"},"3":{"id":"kzMkARQ3oESDu08y"},"4":{"id":"Nam7YLlfjWY6YmT4"}},"value":0},"slot1":{"max":2,"prepared":{"0":{"id":"z4a5lrsU587dnAC4"},"1":{"id":"mO88yev9TcL4RvsD"}},"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":"divine"},"schema":{"version":0.84,"lastMigration":null}},"type":"spellcastingEntry"},{"_id":"mKe5nb6wvGsn6MFJ","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":"0a9oJvpcga4hqpiT"},"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":"vBM5bEWvEbTfzxQJ","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":[],"subtype":"","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":"0a9oJvpcga4hqpiT"},"materials":{"value":""},"prepared":{"value":""},"primarycheck":{"value":""},"range":{"value":"30 feet"},"rules":[],"save":{"basic":"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":"NWRePtJEgGdh6AXr","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":"0a9oJvpcga4hqpiT"},"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":"kzMkARQ3oESDu08y","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":"0a9oJvpcga4hqpiT"},"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":"Nam7YLlfjWY6YmT4","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. 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":"0a9oJvpcga4hqpiT"},"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":"Pathfinder Core Rulebook"},"spellType":{"value":"utility"},"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":"z4a5lrsU587dnAC4","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":"0a9oJvpcga4hqpiT"},"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":"mO88yev9TcL4RvsD","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. 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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":"tIIJs5CL4wkMPm3v","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":1325000,"system":{"baseItem":null,"containerId":"1AgG0EotkcRe7Q2E","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":"Jg8g7qoHfneUeGhL","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VnPh324pKwd2ZB66"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp","name":"Waterskin","sort":1700000,"system":{"baseItem":null,"containerId":"1AgG0EotkcRe7Q2E","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":"9rPBZ3522fq1Lgve","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.xShIDyydOMkGvGNb"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/chalk.webp","name":"Chalk","sort":1000000,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"consume":{"value":""},"containerId":"1AgG0EotkcRe7Q2E","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":{"per":10,"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":"consumable"},{"_id":"p5NRJo5JXN5bwsQm","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.UlIxxLm71UdRgCFE"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/flint-and-steel.webp","name":"Flint and Steel","sort":1100000,"system":{"baseItem":null,"containerId":"1AgG0EotkcRe7Q2E","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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It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.</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":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":"GvEASZs2X1DLk0Uc","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fagzYdmfYyMQ6J77"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/bedroll.webp","name":"Bedroll","sort":750000,"system":{"baseItem":null,"containerId":"1AgG0EotkcRe7Q2E","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":"UHzbdXovmhy64YKx","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.81aHsD27HFGnq1Nt"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/soap.webp","name":"Soap","sort":1350000,"system":{"baseItem":null,"containerId":"1AgG0EotkcRe7Q2E","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":"SOVwNxYlTtP36Rz3","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.xjGwis0uaC2305pm"}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Raise a Shield","sort":0,"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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general"]},"trigger":{"value":""},"weapon":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"}],"name":"Kyra (Beginner Box)","prototypeToken":{"name":"Kyra","texture":{"src":"systems/pf2e/icons/iconics/Kyra.webp"}},"system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":21},"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","cha","dex"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","ancestry":{"value":""},"background":{"value":""},"biography":{"allies":"","appearance":"<p>Kyra is a priestess of Sarenrae, the sun goddess who teaches her followers to heal the wounded and destroy evil. Kyra grew up admiring the beautiful stained glass of Sarenrae's temple and the graceful priestesses who practiced with their scimitars each dawn. When bandits attacked Kyra's village, those priestesses fought to the death to protect the villagers, but the bandits were too many and the village burned. Kyra was one of the few survivors, and on the smoking ruins of the beautiful temple she swore her life and sword arm to Sarenrae, promising to protect those who could not protect themselves and to slay those who would harm the innocent. Kyra has a fierce will and is proud of her faith and her skill with the scimitar.</p>","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":""},"heritage":{"value":"Warden"},"keyability":{"value":"wis"},"level":{"min":1,"value":1},"nationality":{"value":""},"weight":{"value":""},"xp":{"max":1000,"min":0,"pct":0,"value":0}},"martial":{},"pfs":{"characterNumber":null,"currentFaction":"EA","levelBump":false,"playerNumber":null,"reputation":{"EA":0,"GA":0,"HH":0,"RO":0,"VS":0,"VW":0},"school":"none"},"resources":{"focus":{"value":0},"heroPoints":{"max":3,"value":1}},"saves":{"fortitude":{"rank":2,"value":0},"reflex":{"rank":1,"value":0},"will":{"rank":2,"value":0}},"skills":{"acr":{"rank":0},"arc":{"rank":0},"ath":{"rank":0},"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":1},"soc":{"rank":0},"ste":{"rank":0},"sur":{"rank":1},"thi":{"rank":0}},"traits":{"languages":{"custom":"","selected":[],"value":["common"]},"rarity":"common","senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.yoAU5rWYH4KJGPr5"}}}
{"_id":"ytM010QZkBllprLg","img":"systems/pf2e/icons/default-icons/character.svg","items":[{"_id":"Ec5Cn2i9Qwq1Jug2","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":"FIi1Nts0Oa5N0Cew","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":"str","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":"E8a9SbYvsDfTrM6b","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.hFBwsVcSnNCJoimo"},"pf2e":{"itemGrants":{"assurance":{"id":"ZtBPbV1hI7VV5vR2","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.W6Gl9ePmItfDHji0"},{"flag":"assurance","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":"ZtBPbV1hI7VV5vR2","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0"},"pf2e":{"grantedBy":{"id":"E8a9SbYvsDfTrM6b","onDelete":"cascade"}}},"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":null,"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":"OpGFVCuiNiUfERh8","flags":{"core":{"sourceId":"Compendium.pf2e.classes.Z9li154CPNmun29Q"}},"img":"systems/pf2e/icons/classes/gunslinger.webp","name":"Gunslinger","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"Simple Firearms, Martial Firearms","rank":2},"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>While some fear projectile weapons, you savor the searing flash, wild kick, and cloying smoke that accompanies a gunshot, or snap of the cable and telltale thunk of your crossbow just before your bolt finds purchase. Ready to draw a bead on an enemy at every turn, you rely on your reflexes, steady hand, and knowledge of your weapons to riddle your foes with holes.</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: 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 Gunslinger</h1>\n<h2>During Combat Encounters...</h2>\n<p>You strike from range with your firearms, seeking to defeat your opponents before they can pose a true threat. Depending on your choice of weapon, you might prefer to strike your opponent from a hidden position before they ever realize you're there, dash through a frenzied melee with pistols blazing, or glide effortlessly across the battlefield, waiting for the perfect moment to end the conflict with a single, well-placed shot.</p>\n<h2>During Social Encounters...</h2>\n<p>You have a keen eye and can see things coming from farther than most. You might not be the life of the party, but your companions know to pay attention when your subtle nod or concerned grunt indicates that something's amiss.</p>\n<h2>While Exploring...</h2>\n<p>You scout the group's position for incoming threats and help search for secret doors and @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] passages, keeping a weather eye out for unexpected threats.</p>\n<h2>In Downtime...</h2>\n<p>You might craft ammunition or keep your complex weapons clean and maintained, and you might look for work that matches your unique talents, such as working as a blacksmith, engineer, or part of the local watch. You might wander from town to town, or stay put for a spell to enjoy the silence that lingers between gunfights.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Seek out areas of great conflict where your unique choice of weaponry can help build your reputation.</li>\n<li>Explore new horizons, trusting your honed senses and deadly weapon to keep you safe.</li>\n<li>Demonstrate extensive knowledge about various types of guns and ammunition, along with curiosity about the latest in gun technology.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that since you know how your gun works, you must also understand how to resolve other mechanical challenges.</li>\n<li>Underestimate you at first glance, thinking you rely on your gun because you lack any other skills.</li>\n<li>Respect your eternal vigilance, unyielding grit, and excellent aim.</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 one or more skills determined by your gunslinger's way</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 firearms and crossbows</p>\n<p>Expert in martial firearms and crossbows</p>\n<p>Trained in advanced firearms and crossbows</p>\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 gunslinger class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a gunslinger. 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, gunslinger's way, initial deed, gunslinger feat, singular expertise</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, skill increase, stubborne</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, gunslinger weapon mastery, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, skill increase, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Advanced deed, ancestry feat, gunslinger expertise, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Evasion, general feat, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, gunslinging legend, medium armor expertise, skill increase</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater deed, greater weapon specialization, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, juggernaut, shootist's edge, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, incredible senses, medium armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, gunslinger 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>Gunslinger's Way</h2>\n<p>All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats. The gunslinger ways are described in detail on page 108. The following ways are presented in this book.</p>\n<p><strong>Way of the Drifter</strong> You wander across the battlefield, equally at home in and out of the fray.</p>\n<p><strong>Way of the Pistolero</strong> You carefully maintain your distance at a duelist's 10 paces with pistol in hand.</p>\n<p><strong>Way of the Sniper</strong> You practice a methodical style of shooting, striking from far cover.</p>\n<p><strong>Way of the Vanguard</strong> You rely on a brutal combat style that uses heavy weapons and explosive attacks.</p>\n<h2>Gunslinger Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a gunslinger class feat.</p>\n<h2>Singular Expertise</h2>\n<p>You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.</p>\n<p>This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level, 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 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>Stubborn<span style=\"float:right\">Level 3</span></h2>\n<p>You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.</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>Gunslinger Weapon Mastery<span style=\"float:right\">Level 5</span></h2>\n<p>You fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms and crossbows. Your proficiency rank for advanced firearms and crossbows, simple weapons, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects for firearms and crossbows.</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 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 4 if you're legendary.</p>\n<h2>Advanced Deed<span style=\"float:right\">Level 9</span></h2>\n<p>You've learned a powerful new technique of your chosen way. You gain the advanced deed ability of the way you chose at 1st level.</p>\n<h2>Gunslinger Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>Your special shots become harder for opponents to predict or resist. Your proficiency rank for your gunslinger class DC increases to expert.</p>\n<h2>Evasion<span style=\"float:right\">Level 11</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>Gunslinging Legend<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned unique techniques for wielding firearms and crossbows that give you unmatched skill in their use. Your proficiency rank increases to legendary with simple and martial firearms and crossbows and to master with advanced firearms and crossbows. Your proficiency rank for simple weapons, martial weapons, and unarmed attacks increases to expert.</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>Greater Deed<span style=\"float:right\">Level 15</span></h2>\n<p>You've mastered the pinnacle technique of your chosen way. You gain the greater deed ability of the way you chose at 1st level.</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>Juggernaut<span style=\"float:right\">Level 17</span></h2>\n<p>Your body has become accustomed to physical hazards 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>Shootist's Edge<span style=\"float:right\">Level 17</span></h2>\n<p>You make shots others find impossible. Your proficiency rank for your gunslinger class DC increases to master. When using a ranged weapon in which you have master or greater proficiency, you ignore the penalty for attacking within the weapon's second and third range increments.</p>\n<h2>Incredible Senses<span style=\"float:right\">Level 19</span></h2>\n<p>You notice things that most people can't detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2>Medium Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light and medium armor improves, increasing your ability to dodge or absorb blows. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0f5gd":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":11,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"182it":{"img":"systems/pf2e/icons/features/classes/shootists-edge.webp","level":17,"name":"Shootist's Edge","uuid":"Compendium.pf2e.classfeatures.RkofVX55ciXZyfAA"},"1qqd9":{"img":"systems/pf2e/icons/features/classes/gunslinger-expertise.webp","level":9,"name":"Gunslinger Expertise","uuid":"Compendium.pf2e.classfeatures.aKr6OE8vI2BsJzf1"},"5m24f":{"img":"systems/pf2e/icons/features/classes/greater-deed.webp","level":15,"name":"Greater Deed","uuid":"Compendium.pf2e.classfeatures.yc9RuXXxmZ9YidH6"},"5vutv":{"img":"systems/pf2e/icons/features/classes/advanced-deed.webp","level":9,"name":"Advanced Deed","uuid":"Compendium.pf2e.classfeatures.3JLW5vPshsJf3nCY"},"6sihc":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":13,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"8ndxn":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Gunslinger's Way","uuid":"Compendium.pf2e.classfeatures.LDqVxLKrwEqSegiu"},"bskyv":{"img":"systems/pf2e/icons/features/classes/medium-armor-mastery.webp","level":19,"name":"Medium Armor Mastery","uuid":"Compendium.pf2e.classfeatures.cGMSYAErbUG5E8X2"},"emlsp":{"img":"systems/pf2e/icons/features/classes/gunslinging-legend.webp","level":13,"name":"Gunslinging Legend","uuid":"Compendium.pf2e.classfeatures.ULOAZWZEokbJC6Rq"},"g7b2s":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"gfou8":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":3,"name":"Stubborn","uuid":"Compendium.pf2e.classfeatures.Wpdeh6EkcAKA60oH"},"gpkfl":{"img":"systems/pf2e/icons/features/classes/singular-expertise.webp","level":1,"name":"Singular Expertise","uuid":"Compendium.pf2e.classfeatures.vXbk7Nm1TOTTUNvF"},"kh0qp":{"img":"systems/pf2e/icons/features/classes/gunslinger-weapon-mastery.webp","level":5,"name":"Gunslinger Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.9nRT8aq05Fy2D3i3"},"pi0ik":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":19,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"rqnn0":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"uq3mi":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":17,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"zmmy3":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"}},"keyAbility":{"selected":"dex","value":["dex"]},"perception":2,"rules":[{"definition":["item:category:simple",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.SimpleFirearmsCrossbows","slug":"simple-firearms-crossbows","value":2},{"definition":["item:category:martial",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialFirearmsCrossbows","slug":"martial-firearms-crossbows","value":2},{"definition":["item:category:advanced",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.AdvancedFirearmsCrossbows","slug":"advanced-firearms-crossbows","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":"gunslinger","source":{"value":"Pathfinder Guns & Gears"},"trainedSkills":{"additional":3,"value":[]},"traits":{"rarity":"uncommon","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"LT3lainkLA06zeCt","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.LDqVxLKrwEqSegiu"},"pf2e":{"itemGrants":{"wayOfTheVanguard":{"id":"KirVRaOLjjfhT6Mc","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Gunslinger's Way","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.a3pSIKkDVTvvNSRO]</strong> You wander across the battlefield, equally at home in and out of the fray.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.qRLRrHf0kzaJ7xt0]</strong> You carefully maintain your distance at a duelist's 10 paces with pistol in hand.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.QWXvksGJhOjXbBqi]</strong> You practice a methodical style of shooting, striking from far cover.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.vB0yVFxJVZwalt2g]</strong> You rely on a brutal combat style that uses heavy weapons and explosive attacks.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.YryaWAGcHeaRnXzS]</strong> You prefer firearms that work well as weapons in both melee and ranged combat</p>"},"level":{"value":1},"location":"OpGFVCuiNiUfERh8","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 gunslinger class feature","predicate":["item:level:1","item:trait:gunslinger","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.a3pSIKkDVTvvNSRO"},{"value":"Compendium.pf2e.classfeatures.qRLRrHf0kzaJ7xt0"},{"value":"Compendium.pf2e.classfeatures.QWXvksGJhOjXbBqi"},{"predicate":["class:gunslinger"],"value":"Compendium.pf2e.classfeatures.OmgtSDV1FubDUqWR"},{"value":"Compendium.pf2e.classfeatures.vB0yVFxJVZwalt2g"},{"value":"Compendium.pf2e.classfeatures.YryaWAGcHeaRnXzS"}],"flag":"way","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Gunslinger.Way.Prompt","selection":"Compendium.pf2e.classfeatures.vB0yVFxJVZwalt2g"},{"flag":"wayOfTheVanguard","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.way}"}],"slug":"gunslingers-way","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"RCMQT8RkuEdDITSX","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.vXbk7Nm1TOTTUNvF"}},"img":"systems/pf2e/icons/features/classes/singular-expertise.webp","name":"Singular Expertise","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.</p>\n<p>This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.</p>"},"level":{"value":1},"location":"OpGFVCuiNiUfERh8","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"firearm-weapon-group-damage","type":"circumstance","value":1},{"key":"FlatModifier","predicate":["item:tag:crossbow"],"selector":"bow-weapon-group-damage","type":"circumstance","value":1}],"slug":"singular-expertise","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"DV3qMO6UmnfhwIKf","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Wpdeh6EkcAKA60oH"}},"img":"systems/pf2e/icons/features/classes/resolve.webp","name":"Stubborn","sort":600,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.</p>"},"level":{"value":3},"location":"OpGFVCuiNiUfERh8","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.will.rank","value":2}],"slug":"stubborn","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"lBm0ebPc3dfOMKj1","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.tw1KDRPdBAkg5DlS"},"pf2e":{"grantedBy":{"id":"KirVRaOLjjfhT6Mc","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Clear a Path","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p><strong>Requirements</strong> You're wielding a two-handed firearm or two-handed crossbow.</p>\n<hr />\n<p>You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an Athletics check to @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731] an opponent within your reach using your weapon, then Interact to reload. For this Shove, you don't need a free hand, and you add the weapon's item bonus on attack rolls (if any) to the Athletics check. If your last action was a ranged Strike with the weapon, use the same multiple attack penalty as that Strike for the Shove; the Shove still counts toward your multiple attack penalty on further attacks as normal.</p>"},"requirements":{"value":""},"rules":[],"slug":"clear-a-path","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"oRZghV25TERAlQVV","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.9MJcQEMVVrmMyGyq"},"pf2e":{"grantedBy":{"id":"KirVRaOLjjfhT6Mc","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/FreeAction.webp","name":"Living Fortification","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Trigger</strong> You roll initiative.</p>\n<hr />\n<p>You can posture defensively with firearms or crossbows, acting like a walking tower. Interact to draw a firearm or crossbow. You then position that weapon defensively, gaining a +1 circumstance bonus to AC until the start of your first turn, or a +2 circumstance bonus if the chosen weapon has the parry trait.</p>"},"requirements":{"value":""},"rules":[],"slug":"living-fortification","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"KirVRaOLjjfhT6Mc","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.vB0yVFxJVZwalt2g"},"pf2e":{"grantedBy":{"id":"LT3lainkLA06zeCt","onDelete":"cascade"},"itemGrants":{"clearAPath":{"id":"lBm0ebPc3dfOMKj1","onDelete":"detach"},"livingFortification":{"id":"oRZghV25TERAlQVV","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/way-of-the-vanguard.webp","name":"Way of the Vanguard","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You practice a unique combat style originated by dwarven siege engineers, using heavy weapons with wide attack areas to blast holes through enemy lines, clear an opening for your allies, and defend the conquered territory.</p>\n<p><strong>Slinger's Reload</strong> @UUID[Compendium.pf2e.actionspf2e.tw1KDRPdBAkg5DlS]</p>\n<p><strong>Deeds</strong> <em>Initial </em>@UUID[Compendium.pf2e.actionspf2e.9MJcQEMVVrmMyGyq]; <em>Advanced</em> @UUID[Compendium.pf2e.actionspf2e.6OZfIjiPjWTIe7Pr]; <em>Greater</em> @UUID[Compendium.pf2e.actionspf2e.A4L90h7FIgO5EyBx]</p>\n<p><strong>Way Skill</strong> Athletics</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"clearAPath","key":"GrantItem","predicate":["class:gunslinger"],"uuid":"Compendium.pf2e.actionspf2e.tw1KDRPdBAkg5DlS"},{"flag":"livingFortification","key":"GrantItem","predicate":["class:gunslinger"],"uuid":"Compendium.pf2e.actionspf2e.9MJcQEMVVrmMyGyq"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.ath.rank","value":1}],"slug":"way-of-the-vanguard","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"CsSKqGy3Qlx6qbXq","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.8CLTXqyjdzEMKnZC"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Cannoneer","sort":0,"system":{"boosts":{"0":{"selected":"str","value":["dex","str"]},"1":{"selected":"cha","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You served as a crewmate aboard a military vessel or pirate ship and were responsible for the use and maintenance of the ship's cannons. A strong back and quick reflexes were equally important to you in your duties, and you know your way around explosives and the dangers that lie therein. These skills serve you well in your new life as an adventurer, as compared to the weight of a cannon, a gear load that makes your allies blanche just makes you laugh instead.</p>\n<p>Choose two ability boosts. One boost must be to <strong>Dexterity</strong> or <strong>Strength</strong>, and one is a free ability boost.</p>\n<p>You're trained in the Athletics skill and the Warfare Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.C0Tcelg3BAPhML6J] skill feat.</p>"},"items":{"ab9pz":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Hefty Hauler","uuid":"Compendium.pf2e.feats-srd.C0Tcelg3BAPhML6J"}},"rules":[],"slug":"cannoneer","source":{"value":"Pathfinder Guns & Gears"},"trainedLore":"Warfare","trainedSkills":{"custom":"","value":["ath"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"p15mv1sj6Z1vvSUH","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.C0Tcelg3BAPhML6J"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Hefty Hauler","sort":0,"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":"CsSKqGy3Qlx6qbXq","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":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"l1CwgcU0q9vhn4dy","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":"XaDNmrockwUxk9hG","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.KxaYlC50zzHysJj8"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Titan Wrestler","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can attempt to @UUID[Compendium.pf2e.actionspf2e.Dt6B1slsBy8ipJu9], @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD], @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731], or @UUID[Compendium.pf2e.actionspf2e.ge56Lu1xXVFYUnLP] creatures up to two sizes larger than you, or up to three sizes larger than you if you're legendary in Athletics.</p>"},"level":{"value":1},"location":"skill-2","prerequisites":{"value":[{"value":"trained in Athletics"}]},"rules":[],"slug":"titan-wrestler","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"bHABDUhe1Z2ir1sb","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.lFVqejlf52cdYrZy"},"pf2e":{"itemGrants":{"alchemicalCrafting":{"id":"FJ4WRUhvwqlphsCT","onDelete":"detach"}}}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Munitions Crafter","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Bullets and bombs can be scarce in some parts, so you've learned to make your own. You become trained in Crafting and gain the alchemist's infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] feat and four additional formulas for 1st-level alchemical items.</p>\n<p>You gain infused reagents (a pool of reagents usable to make alchemical items) and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You gain batches of infused reagents per day equal to your level, which you can use to create only bombs or alchemical ammunition. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. If you use a batch of infused reagents to create basic level-0 ammunition such as black powder cartridges or black powder doses, you produce 10 rounds of ammunition.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[{"craftableItems":["item:trait:alchemical",{"or":["item:trait:bomb","item:category:ammo"]}],"isAlchemical":true,"isDailyPrep":true,"key":"CraftingEntry","maxItemLevel":1,"selector":"munitionsCrafter"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.resources.crafting.infusedReagents.max","value":"@actor.level"},{"flag":"alchemicalCrafting","key":"GrantItem","uuid":"Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K"}],"slug":"munitions-crafter","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"FJ4WRUhvwqlphsCT","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K"},"pf2e":{"grantedBy":{"id":"bHABDUhe1Z2ir1sb","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":"GAKNcpS0yv2mcfn2","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.XQEoKoFtq8n3wgA3"}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Warning Shot","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p><strong>Requirements</strong> You're wielding a loaded firearm.</p>\n<hr />\n<p>Who needs words when the roar of a gun is so much more succinct? You attempt to @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] a foe by firing your weapon into the air, using the firearm's maximum range rather than the usual range of 30 feet. This check doesn't take the -4 circumstance penalty if the target doesn't share a language with you.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[{"value":"trained in Intimidation"}]},"rules":[],"slug":"warning-shot","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"begpkfcUUOVui3xB","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.49mBVNF4SK6iYdJm"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Unconventional Weaponry (Dwarven Scattergun)","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"unconventional-weaponry","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["human"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"HpLbjoPV7TgKxF7W","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.jcIabnkJgjwzK6Og"}},"img":"systems/pf2e/icons/equipment/weapons/dwarven-scattergun.webp","name":"Dwarven Scattergun","sort":0,"system":{"MAP":{"value":""},"baseItem":"dwarven-scattergun","bonus":{"value":0},"bonusDamage":{"value":0},"category":"advanced","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d8"},"description":{"value":"<p>A favored weapon of dwarf scouts from Dongun Hold, the dwarven scattergun is a powerful weapon designed to take advantage of a dwarf's sturdy frame. A dwarven scattergun fires a large paper cartridge stuffed with black powder and knuckle-sized lumps of metal, creating a devastating burst so destructive that a foolish dwarf might find themself catching painful ricochets when firing at a too-close target. Some scatterguns are crafted with a clockwork firing tray that can quickly sort and load black powder and shot without needing a prepackaged cartridge, though this is largely an aesthetic feature with no real mechanical benefit.</p>"},"equipped":{"carryType":"held","handsHeld":2,"invested":null},"equippedBulk":{"value":""},"group":"firearm","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":10}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":50,"reload":{"value":"1"},"rules":[],"selectedAmmoId":"DufqUpCPzHv4DppX","size":"med","slug":"dwarven-scattergun","source":{"value":"Pathfinder Guns & Gears"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"uncommon","value":["concussive","dwarf","kickback","scatter-10"]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"UrF5LOuccuWb01sz","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.tHIb3ynOHj7dGiCH"}},"img":"systems/pf2e/icons/equipment/weapons/reinforced-stock.webp","name":"Reinforced Stock","sort":0,"system":{"MAP":{"value":""},"baseItem":null,"bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"bludgeoning","dice":1,"die":"d4"},"description":{"value":"<p>A reinforced stock is a weighted crossbow, firearm haft, or grip customized for striking in melee.</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":{"sp":2}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":null,"reload":{"value":""},"rules":[],"size":"med","slug":"reinforced-stock","source":{"value":"Pathfinder Guns & Gears"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":""},"traits":{"rarity":"common","value":["attached-to-crossbow-or-firearm","finesse","two-hand-d6"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"-"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"4ipKoNZkGdtlCibQ","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.ewQZ0VeL38v3qFnN"}},"img":"systems/pf2e/icons/equipment/armor/studded-leather-armor.webp","name":"Studded Leather Armor","sort":0,"system":{"armor":{"value":2},"baseItem":"studded-leather-armor","category":"light","check":{"value":-1},"containerId":null,"description":{"value":"<p>This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.</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 Rulebook"},"speed":{"value":0},"stackGroup":null,"strength":{"value":12},"traits":{"rarity":"common","value":[]},"usage":{"value":"wornarmor"},"weight":{"value":"2"},"schema":{"version":0.84,"lastMigration":null}},"type":"armor"},{"_id":"nRQjq0xQ1nUpXrEL","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.44F1mfJei4GY8f2X"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/crowbar.webp","name":"Crowbar","sort":0,"system":{"baseItem":null,"containerId":null,"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. Without a crowbar, prying something open takes a -2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).</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":[{"key":"AdjustModifier","selector":"athletics","slug":"no-crowbar","suppress":true}],"size":"med","slug":"crowbar","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":"lqzyY1lSEBIuCI7S","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.mRz8Jmk4Q06SsZpC"}},"img":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp","name":"Everburning Torch","sort":0,"system":{"baseItem":null,"containerId":null,"description":{"value":"<p>An <em>everburning torch</em> is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can't be smothered or quenched.</p>"},"equipped":{"carryType":"worn","invested":null},"equippedBulk":{"value":""},"hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"preciousMaterial":{"value":""},"preciousMaterialGrade":{"value":""},"price":{"value":{"gp":15}},"quantity":1,"rules":[{"key":"TokenLight","value":{"animation":{"intensity":4,"speed":1,"type":"torch"},"bright":20,"color":"#9b7337","dim":40,"shadows":0.2}},{"key":"TokenEffectIcon","value":"systems/pf2e/icons/equipment/held-items/everburning-torch.webp"}],"size":"med","slug":"everburning-torch","source":{"value":"Pathfinder Core Rulebook"},"stackGroup":null,"traits":{"rarity":"common","value":["evocation","light","magical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"TF8WhtC4DUcXDSPx","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":"R9s3l2eJY3HcuJPw","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":0,"system":{"baseItem":null,"containerId":null,"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":"1XIinP6vOXL3CVUS","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.1RiYM3lQDx30XEfB"}},"img":"systems/pf2e/icons/equipment/held-items/firearm-cleaning-kit.webp","name":"Firearm Cleaning Kit","sort":0,"system":{"baseItem":null,"containerId":"null","description":{"value":"<p>This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can't perform the necessary tasks during your daily preparations to ensure that your firearm isn't at risk of misfiring under normal use conditions.</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":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"firearm-cleaning-kit","source":{"value":"Pathfinder Guns & Gears"},"stackGroup":null,"traits":{"rarity":"uncommon","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"0LNWFforAVHWLGRl","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":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":4}},"quantity":2,"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":"DufqUpCPzHv4DppX","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.HUgVrYvdy9SkqRZ9"}},"img":"systems/pf2e/icons/equipment/consumables/ammunition/rounds-large.webp","name":"Rounds (Dwarven Scattergun)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":"null","description":{"value":"<p>Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.</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":null},"preciousMaterialGrade":{"value":null},"price":{"per":5,"value":{"sp":1}},"quantity":20,"rules":[],"size":"med","slug":"rounds-dwarven-scattergun","source":{"value":"Pathfinder Guns & Gears"},"stackGroup":"rounds5","traits":{"rarity":"common","value":["alchemical"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"6twAQMqU3ozPQ3Yv","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":7,"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":"ujaU6071Lw2PJFHL","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":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"}],"name":"Booker Kaar","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":38},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["con","dex","str","cha"]}}},"crafting":{"formulas":[]},"details":{"age":{"value":""},"alignment":{"value":"NG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"<p>Booker's been a lot of things over the course of his life. As a teen in the Jalmeri port of Niswan, he thought maybe his powerful muscles and quick reflexes could earn him a spot in one of the martial monasteries. That dream ended when he was taken by pirates during a raid and press-ganged into service pumping bilges. One day, in order to save his own life during a battle with a Chelaxian pirate hunter, he took control of a cannon and sank the enemy ship, earning himself a promotion to full crewmember. He worked the cannons for a time and discovered he had a penchant for big guns and close-quarters combat, using his impressive size to lug weapons others found unwieldy. Booker might have been a very successful pirate if he'd had a taste for it, but he never liked hurting people who didn't have it coming, so when the chance came to jump ship in Katapesh, he took it.</p>\n<p>Booker used his gun and his muscles to find work as a caravan guard, making his way inland to avoid his old compatriots. Eventually, he fell in with a woman named Doc and the two formed an easy partnership, with Doc finding paying jobs and places with cheap rent while Booker's quiet and imposing presence gave them an intimidating edge over mercenaries competing for the same work.</p>","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","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":{"weapon-group-firearm":{"breakdown":"","custom":true,"rank":2,"value":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":{"crafting":{"infusedReagents":{"value":3}},"heroPoints":{"max":3,"value":1}},"saves":{"will":{"rank":2}},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":0},"dip":{"rank":0},"itm":{"rank":2},"med":{"rank":1},"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":["vudrani"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.ytM010QZkBllprLg"}}}
{"_id":"yzcXrMEuajAdIRZE","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/goblin.svg","items":[{"_id":"FR3zKIfH6xwn6jAW","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Engineering 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":"dBWfws89IaEu0uNp","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":"con","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":"iDaWWgTq37pm3YLt","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.HSNUDvPgO1NESW7S"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Junk Collector","sort":0,"system":{"boosts":{"0":{"selected":"dex","value":["dex","int"]},"1":{"selected":"str","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>You live by the adage that one person's trash is another's treasure. Whether by sifting through scrap heaps or digging up old battlefields, you remain on the lookout for lost or discarded objects that you might be able to turn into something useful. More often than not, what you find is just junk... but you're convinced that one of these days, you're going to hit the jackpot. You've even taken up adventuring as a means to supercharge your access to all sorts of junk, gear, and 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 Crafting skill and your choice of either the Engineering Lore or Mining Lore skill. You gain the @UUID[Compendium.pf2e.feats-srd.voYr7ygVcWmlg1f4] skill feat.</p>"},"items":{"osb2w":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Crafter's Appraisal","uuid":"Compendium.pf2e.feats-srd.voYr7ygVcWmlg1f4"}},"rules":[],"slug":"junk-collector","source":{"value":"Pathfinder Guns & Gears"},"trainedLore":"Engineering or Mining","trainedSkills":{"custom":"","value":["cra"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"Rv4VWq0Vaxhjasre","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.voYr7ygVcWmlg1f4"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Crafter's Appraisal","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to @UUID[Compendium.pf2e.actionspf2e.eReSHVEPCsdkSL4G] on magic items, though not on any other sorts of magic.</p>"},"level":{"value":1},"location":"iDaWWgTq37pm3YLt","prerequisites":{"value":[{"value":"trained in Crafting"}]},"rules":[],"slug":"crafters-appraisal","source":{"value":"Pathfinder Advanced Player's Guide"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"B392Y8FBAWmI1QS3","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.a6F2WjYU8D0suT8T"}},"img":"systems/pf2e/icons/features/ancestry/razortooth-goblin.webp","name":"Razortooth Goblin","sort":0,"system":{"ancestry":{"name":"Goblin","slug":"goblin","uuid":"Compendium.pf2e.ancestries.sQfjTMDaZbT9DThq"},"description":{"value":"<p>Your family's teeth are formidable weapons. You gain a jaws unarmed attack that deals [[/r 1d6[piercing]]] damage. Your jaws are in the brawling group and have the finesse and unarmed traits.</p>"},"rules":[{"baseType":"jaws","category":"unarmed","damage":{"base":{"damageType":"piercing","dice":1,"die":"d6"}},"group":"brawling","key":"Strike","label":"PF2E.Weapon.Base.jaws","slug":"razortooth-jaws","traits":["finesse"]}],"slug":"razortooth-goblin","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"4zeHKoHDvdEgbEQO","flags":{"core":{"sourceId":"Compendium.pf2e.classes.Z9li154CPNmun29Q"}},"img":"systems/pf2e/icons/classes/gunslinger.webp","name":"Gunslinger","sort":0,"system":{"ancestryFeatLevels":{"value":[1,5,9,13,17]},"attacks":{"advanced":0,"martial":1,"other":{"name":"Simple Firearms, Martial Firearms","rank":2},"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>While some fear projectile weapons, you savor the searing flash, wild kick, and cloying smoke that accompanies a gunshot, or snap of the cable and telltale thunk of your crossbow just before your bolt finds purchase. Ready to draw a bead on an enemy at every turn, you rely on your reflexes, steady hand, and knowledge of your weapons to riddle your foes with holes.</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: 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 Gunslinger</h1>\n<h2>During Combat Encounters...</h2>\n<p>You strike from range with your firearms, seeking to defeat your opponents before they can pose a true threat. Depending on your choice of weapon, you might prefer to strike your opponent from a hidden position before they ever realize you're there, dash through a frenzied melee with pistols blazing, or glide effortlessly across the battlefield, waiting for the perfect moment to end the conflict with a single, well-placed shot.</p>\n<h2>During Social Encounters...</h2>\n<p>You have a keen eye and can see things coming from farther than most. You might not be the life of the party, but your companions know to pay attention when your subtle nod or concerned grunt indicates that something's amiss.</p>\n<h2>While Exploring...</h2>\n<p>You scout the group's position for incoming threats and help search for secret doors and @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] passages, keeping a weather eye out for unexpected threats.</p>\n<h2>In Downtime...</h2>\n<p>You might craft ammunition or keep your complex weapons clean and maintained, and you might look for work that matches your unique talents, such as working as a blacksmith, engineer, or part of the local watch. You might wander from town to town, or stay put for a spell to enjoy the silence that lingers between gunfights.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Seek out areas of great conflict where your unique choice of weaponry can help build your reputation.</li>\n<li>Explore new horizons, trusting your honed senses and deadly weapon to keep you safe.</li>\n<li>Demonstrate extensive knowledge about various types of guns and ammunition, along with curiosity about the latest in gun technology.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Assume that since you know how your gun works, you must also understand how to resolve other mechanical challenges.</li>\n<li>Underestimate you at first glance, thinking you rely on your gun because you lack any other skills.</li>\n<li>Respect your eternal vigilance, unyielding grit, and excellent aim.</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 one or more skills determined by your gunslinger's way</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 firearms and crossbows</p>\n<p>Expert in martial firearms and crossbows</p>\n<p>Trained in advanced firearms and crossbows</p>\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 gunslinger class DC</p>\n<h1>Class Features</h1>\n<p>You gain these features as a gunslinger. 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, gunslinger's way, initial deed, gunslinger feat, singular expertise</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>3</td>\n<td>General feat, skill increase, stubborne</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Ability boosts, ancestry feat, gunslinger weapon mastery, skill increase</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>7</td>\n<td>General feat, skill increase, vigilant senses, weapon specialization</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Advanced deed, ancestry feat, gunslinger expertise, skill increase</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Ability boosts, gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>11</td>\n<td>Evasion, general feat, skill increase</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>13</td>\n<td>Ancestry feat, gunslinging legend, medium armor expertise, skill increase</td>\n</tr>\n<tr>\n<td>14</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>15</td>\n<td>Ability boosts, general feat, greater deed, greater weapon specialization, skill increase</td>\n</tr>\n<tr>\n<td>16</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>17</td>\n<td>Ancestry feat, juggernaut, shootist's edge, skill increase</td>\n</tr>\n<tr>\n<td>18</td>\n<td>Gunslinger feat, skill feat</td>\n</tr>\n<tr>\n<td>19</td>\n<td>General feat, incredible senses, medium armor mastery, skill increase</td>\n</tr>\n<tr>\n<td>20</td>\n<td>Ability boosts, gunslinger 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>Gunslinger's Way</h2>\n<p>All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats. The gunslinger ways are described in detail on page 108. The following ways are presented in this book.</p>\n<p><strong>Way of the Drifter</strong> You wander across the battlefield, equally at home in and out of the fray.</p>\n<p><strong>Way of the Pistolero</strong> You carefully maintain your distance at a duelist's 10 paces with pistol in hand.</p>\n<p><strong>Way of the Sniper</strong> You practice a methodical style of shooting, striking from far cover.</p>\n<p><strong>Way of the Vanguard</strong> You rely on a brutal combat style that uses heavy weapons and explosive attacks.</p>\n<h2>Gunslinger Feats</h2>\n<p>At 1st level and every even-numbered level, you gain a gunslinger class feat.</p>\n<h2>Singular Expertise</h2>\n<p>You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.</p>\n<p>This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.</p>\n<h2>Skill Feats<span style=\"float:right\">Level 2</span></h2>\n<p>At 2nd level and every even-numbered level, 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 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>Stubborn<span style=\"float:right\">Level 3</span></h2>\n<p>You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.</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>Gunslinger Weapon Mastery<span style=\"float:right\">Level 5</span></h2>\n<p>You fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms and crossbows. Your proficiency rank for advanced firearms and crossbows, simple weapons, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects for firearms and crossbows.</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 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 4 if you're legendary.</p>\n<h2>Advanced Deed<span style=\"float:right\">Level 9</span></h2>\n<p>You've learned a powerful new technique of your chosen way. You gain the advanced deed ability of the way you chose at 1st level.</p>\n<h2>Gunslinger Expertise<span style=\"float:right\">Level 9</span></h2>\n<p>Your special shots become harder for opponents to predict or resist. Your proficiency rank for your gunslinger class DC increases to expert.</p>\n<h2>Evasion<span style=\"float:right\">Level 11</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>Gunslinging Legend<span style=\"float:right\">Level 13</span></h2>\n<p>You've learned unique techniques for wielding firearms and crossbows that give you unmatched skill in their use. Your proficiency rank increases to legendary with simple and martial firearms and crossbows and to master with advanced firearms and crossbows. Your proficiency rank for simple weapons, martial weapons, and unarmed attacks increases to expert.</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>Greater Deed<span style=\"float:right\">Level 15</span></h2>\n<p>You've mastered the pinnacle technique of your chosen way. You gain the greater deed ability of the way you chose at 1st level.</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>Juggernaut<span style=\"float:right\">Level 17</span></h2>\n<p>Your body has become accustomed to physical hazards 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>Shootist's Edge<span style=\"float:right\">Level 17</span></h2>\n<p>You make shots others find impossible. Your proficiency rank for your gunslinger class DC increases to master. When using a ranged weapon in which you have master or greater proficiency, you ignore the penalty for attacking within the weapon's second and third range increments.</p>\n<h2>Incredible Senses<span style=\"float:right\">Level 19</span></h2>\n<p>You notice things that most people can't detect. Your proficiency rank for Perception increases to legendary.</p>\n<h2>Medium Armor Mastery<span style=\"float:right\">Level 19</span></h2>\n<p>Your skill with light and medium armor improves, increasing your ability to dodge or absorb blows. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.</p>"},"generalFeatLevels":{"value":[3,7,11,15,19]},"hp":8,"items":{"0f5gd":{"img":"systems/pf2e/icons/features/classes/evasion.webp","level":11,"name":"Evasion","uuid":"Compendium.pf2e.classfeatures.MV6XIuAgN9uSA0Da"},"182it":{"img":"systems/pf2e/icons/features/classes/shootists-edge.webp","level":17,"name":"Shootist's Edge","uuid":"Compendium.pf2e.classfeatures.RkofVX55ciXZyfAA"},"1qqd9":{"img":"systems/pf2e/icons/features/classes/gunslinger-expertise.webp","level":9,"name":"Gunslinger Expertise","uuid":"Compendium.pf2e.classfeatures.aKr6OE8vI2BsJzf1"},"5m24f":{"img":"systems/pf2e/icons/features/classes/greater-deed.webp","level":15,"name":"Greater Deed","uuid":"Compendium.pf2e.classfeatures.yc9RuXXxmZ9YidH6"},"5vutv":{"img":"systems/pf2e/icons/features/classes/advanced-deed.webp","level":9,"name":"Advanced Deed","uuid":"Compendium.pf2e.classfeatures.3JLW5vPshsJf3nCY"},"6sihc":{"img":"systems/pf2e/icons/features/classes/medium-armor-expertise.webp","level":13,"name":"Medium Armor Expertise","uuid":"Compendium.pf2e.classfeatures.FCEp9jjxxgRJDJV3"},"8ndxn":{"img":"systems/pf2e/icons/features/classes/choice-feature.webp","level":1,"name":"Gunslinger's Way","uuid":"Compendium.pf2e.classfeatures.LDqVxLKrwEqSegiu"},"bskyv":{"img":"systems/pf2e/icons/features/classes/medium-armor-mastery.webp","level":19,"name":"Medium Armor Mastery","uuid":"Compendium.pf2e.classfeatures.cGMSYAErbUG5E8X2"},"emlsp":{"img":"systems/pf2e/icons/features/classes/gunslinging-legend.webp","level":13,"name":"Gunslinging Legend","uuid":"Compendium.pf2e.classfeatures.ULOAZWZEokbJC6Rq"},"g7b2s":{"img":"systems/pf2e/icons/features/classes/weapon-specialization.webp","level":7,"name":"Weapon Specialization","uuid":"Compendium.pf2e.classfeatures.9EqIasqfI8YIM3Pt"},"gfou8":{"img":"systems/pf2e/icons/features/classes/resolve.webp","level":3,"name":"Stubborn","uuid":"Compendium.pf2e.classfeatures.Wpdeh6EkcAKA60oH"},"gpkfl":{"img":"systems/pf2e/icons/features/classes/singular-expertise.webp","level":1,"name":"Singular Expertise","uuid":"Compendium.pf2e.classfeatures.vXbk7Nm1TOTTUNvF"},"kh0qp":{"img":"systems/pf2e/icons/features/classes/gunslinger-weapon-mastery.webp","level":5,"name":"Gunslinger Weapon Mastery","uuid":"Compendium.pf2e.classfeatures.9nRT8aq05Fy2D3i3"},"pi0ik":{"img":"systems/pf2e/icons/features/classes/incredible-sense.webp","level":19,"name":"Incredible Senses","uuid":"Compendium.pf2e.classfeatures.nLwPMPLRne1HnL00"},"rqnn0":{"img":"systems/pf2e/icons/features/classes/vigilant-senses.webp","level":7,"name":"Vigilant Senses","uuid":"Compendium.pf2e.classfeatures.0npO4rPscGm0dX13"},"uq3mi":{"img":"systems/pf2e/icons/features/classes/juggerenaut.webp","level":17,"name":"Juggernaut","uuid":"Compendium.pf2e.classfeatures.OMZs5y16jZRW9KQK"},"zmmy3":{"img":"systems/pf2e/icons/features/classes/greater-weapon-specialization.webp","level":15,"name":"Greater Weapon Specialization (Level 15)","uuid":"Compendium.pf2e.classfeatures.Z7HX6TeFsaup7Dx9"}},"keyAbility":{"value":["dex"]},"perception":2,"rules":[{"definition":["item:category:simple",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.SimpleFirearmsCrossbows","slug":"simple-firearms-crossbows","value":2},{"definition":["item:category:martial",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.MartialFirearmsCrossbows","slug":"martial-firearms-crossbows","value":2},{"definition":["item:category:advanced",{"or":["item:group:firearm","item:tag:crossbow"]}],"key":"MartialProficiency","label":"PF2E.SpecificRule.MartialProficiency.AdvancedFirearmsCrossbows","slug":"advanced-firearms-crossbows","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":"gunslinger","source":{"value":"Pathfinder Guns & Gears"},"trainedSkills":{"additional":3,"value":[]},"traits":{"rarity":"uncommon","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"zBIwaHYeRPqSMb2o","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.LDqVxLKrwEqSegiu"},"pf2e":{"itemGrants":{"wayOfThePistolero":{"id":"GZit14HsLuFZdp9y","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/choice-feature.webp","name":"Gunslinger's Way","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.a3pSIKkDVTvvNSRO]</strong> You wander across the battlefield, equally at home in and out of the fray.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.qRLRrHf0kzaJ7xt0]</strong> You carefully maintain your distance at a duelist's 10 paces with pistol in hand.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.QWXvksGJhOjXbBqi]</strong> You practice a methodical style of shooting, striking from far cover.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.vB0yVFxJVZwalt2g]</strong> You rely on a brutal combat style that uses heavy weapons and explosive attacks.</p>\n<p><strong>@UUID[Compendium.pf2e.classfeatures.YryaWAGcHeaRnXzS]</strong> You prefer firearms that work well as weapons in both melee and ranged combat</p>"},"level":{"value":1},"location":"4zeHKoHDvdEgbEQO","prerequisites":{"value":[]},"rules":[{"adjustName":false,"allowedDrops":{"label":"level 1 gunslinger class feature","predicate":["item:level:1","item:trait:gunslinger","item:type:feature"]},"choices":[{"value":"Compendium.pf2e.classfeatures.a3pSIKkDVTvvNSRO"},{"value":"Compendium.pf2e.classfeatures.qRLRrHf0kzaJ7xt0"},{"value":"Compendium.pf2e.classfeatures.QWXvksGJhOjXbBqi"},{"predicate":["class:gunslinger"],"value":"Compendium.pf2e.classfeatures.OmgtSDV1FubDUqWR"},{"value":"Compendium.pf2e.classfeatures.vB0yVFxJVZwalt2g"},{"value":"Compendium.pf2e.classfeatures.YryaWAGcHeaRnXzS"}],"flag":"way","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Gunslinger.Way.Prompt","selection":"Compendium.pf2e.classfeatures.qRLRrHf0kzaJ7xt0"},{"flag":"wayOfThePistolero","key":"GrantItem","uuid":"{item|flags.pf2e.rulesSelections.way}"}],"slug":"gunslingers-way","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"4mLn8OHNvMESApgT","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.vXbk7Nm1TOTTUNvF"}},"img":"systems/pf2e/icons/features/classes/singular-expertise.webp","name":"Singular Expertise","sort":100,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.</p>\n<p>This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.</p>"},"level":{"value":1},"location":"4zeHKoHDvdEgbEQO","prerequisites":{"value":[]},"rules":[{"key":"FlatModifier","selector":"firearm-weapon-group-damage","type":"circumstance","value":1},{"key":"FlatModifier","predicate":["item:tag:crossbow"],"selector":"bow-weapon-group-damage","type":"circumstance","value":1}],"slug":"singular-expertise","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"fARHffmWGOTgS6aq","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.Wpdeh6EkcAKA60oH"}},"img":"systems/pf2e/icons/features/classes/resolve.webp","name":"Stubborn","sort":600,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.</p>"},"level":{"value":3},"location":"4zeHKoHDvdEgbEQO","prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.saves.will.rank","value":2}],"slug":"stubborn","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"yK9QOrCsqSQXBEo1","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.RADNqsvAt4gP9FOX"},"pf2e":{"grantedBy":{"id":"GZit14HsLuFZdp9y","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/OneAction.webp","name":"Raconteur's Reload","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":null,"description":{"value":"<p>Your rapid or forceful words draw the enemy's attention away from your hands long enough to chamber another bullet. Interact to reload and then attempt a Deception check to Create a Diversion or an Intimidation check to Demoralize.</p>"},"requirements":{"value":""},"rules":[],"slug":"raconteurs-reload","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"RDLkkJ95kLDT4OwO","flags":{"core":{"sourceId":"Compendium.pf2e.actionspf2e.EeM0Czaep7G5ZSh5"},"pf2e":{"grantedBy":{"id":"GZit14HsLuFZdp9y","onDelete":"cascade"}}},"img":"systems/pf2e/icons/actions/FreeAction.webp","name":"Ten Paces","sort":0,"system":{"actionType":{"value":"free"},"actions":{"value":null},"category":null,"description":{"value":"<p><strong>Trigger</strong> You roll initiative.</p>\n<hr />\n<p>You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can Interact to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can Step up to 10 feet as a free action.</p>"},"requirements":{"value":""},"rules":[{"key":"FlatModifier","predicate":["ten-paces"],"selector":"initiative","type":"circumstance","value":2},{"domain":"all","key":"RollOption","option":"ten-paces","toggleable":true}],"slug":"ten-paces","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"trigger":{"value":""},"schema":{"version":0.84,"lastMigration":null}},"type":"action"},{"_id":"GZit14HsLuFZdp9y","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.qRLRrHf0kzaJ7xt0"},"pf2e":{"grantedBy":{"id":"zBIwaHYeRPqSMb2o","onDelete":"cascade"},"itemGrants":{"raconteursReload":{"id":"yK9QOrCsqSQXBEo1","onDelete":"detach"},"tenPaces":{"id":"RDLkkJ95kLDT4OwO","onDelete":"detach"}}}},"img":"systems/pf2e/icons/features/classes/way-of-the-pistolero.webp","name":"Way of the Pistolero","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>Whether you're a professional duelist or a pistol-twirling entertainer, you have quick feet and quicker hands that never seem to let you down, and an equally sharp wit and tongue that jab your foes. You might leave a hand free or cultivate the ambidexterity for twin weapons. Either way, you stay close enough to your enemies to leverage your superior reflexes while leaving enough space to safely fire.</p>\n<p><strong>Slinger's Reload</strong> @UUID[Compendium.pf2e.actionspf2e.RADNqsvAt4gP9FOX]</p>\n<p><strong>Deeds</strong> <em>Initial</em> @UUID[Compendium.pf2e.actionspf2e.EeM0Czaep7G5ZSh5]; <em>Advanced</em> @UUID[Compendium.pf2e.actionspf2e.bCDMuu3tE4d6KHrJ]; <em>Greater</em> @UUID[Compendium.pf2e.actionspf2e.rI2MSXR1MQzgQUO7]</p>\n<p><strong>Way Skill</strong> choose Deception or Intimidation</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"flag":"raconteursReload","key":"GrantItem","predicate":["class:gunslinger"],"uuid":"Compendium.pf2e.actionspf2e.RADNqsvAt4gP9FOX"},{"flag":"tenPaces","key":"GrantItem","predicate":["class:gunslinger"],"uuid":"Compendium.pf2e.actionspf2e.EeM0Czaep7G5ZSh5"},{"adjustName":false,"choices":[{"label":"PF2E.SkillDec","value":"dec"},{"label":"PF2E.SkillItm","value":"itm"}],"flag":"skill","key":"ChoiceSet","prompt":"PF2E.SpecificRule.Prompt.Skill","selection":"itm"},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.{item|flags.pf2e.rulesSelections.skill}.rank","value":1}],"slug":"way-of-the-pistolero","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"BG0d0UmyTug7Gz88","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":"yBKAb7esYjX3mD9y","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.XLoRtMn48f2KKvsu"}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Blast Lock","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p><strong>Requirements</strong> You're wielding a loaded firearm.</p>\n<hr />\n<p>Sometimes taking the shortest distance between two points involves removing an obstacle or two. You shoot your firearm at a lock within 10 feet. Make an attack roll against the DC required to @UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H]{Pick the Lock}</p>\n<hr />\n<p><strong>Critical Success</strong> You open the lock, or you achieve two successes toward opening a complex lock.</p>\n<p><strong>Success</strong> You open the lock, or you achieve one success toward opening a complex lock.</p>\n<p><strong>Failure</strong> You fail to open the lock, and your shot makes it harder to open. Future attempts to Pick the Lock or Blast the Lock take a -2 circumstance penalty.</p>\n<p><strong>Critical Failure</strong> You fail to open the lock, and your shot makes it much harder to open. Future attempts to Pick the Lock or Blast the Lock take a -4 circumstance penalty.</p>"},"level":{"value":1},"location":"class-1","prerequisites":{"value":[]},"rules":[],"slug":"blast-lock","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["attack","gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"AXXsbGTEbpR6kSTd","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.BmAk6o14CutgnIOG"}},"img":"systems/pf2e/icons/default-icons/feats.webp","name":"Risky Reload","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p><strong>Requirements</strong> You're wielding a firearm.</p>\n<hr />\n<p>You've practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm's functionality. Interact to reload a firearm, then make a Strike with that firearm. If the Strike fails, the firearm misfires.</p>"},"level":{"value":2},"location":"class-2","prerequisites":{"value":[]},"rules":[],"slug":"risky-reload","source":{"value":"Pathfinder Guns & Gears"},"traits":{"rarity":"common","value":["flourish","gunslinger"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"fwXjBsbk7k4ynEk9","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-2","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":"FG0EXErLLApYECcZ","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":"0u7EvOyi46FDTH6H","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.MMYL2rfbYNWT0Rs1"}},"img":"systems/pf2e/icons/equipment/weapons/specific-magic-weapons/spoon-gun.webp","name":"Spoon Gun","sort":0,"system":{"MAP":{"value":""},"baseItem":"spoon-gun","bonus":{"value":0},"bonusDamage":{"value":0},"category":"martial","containerId":null,"damage":{"damageType":"piercing","dice":1,"die":"d6"},"description":{"value":"<p>No one's entirely certain who developed the spoon gun, but all authorities agree that it was probably a goblin. Essentially a terrible idea in firearm form, the spoon gun is a spring-powered @UUID[Compendium.pf2e.equipment-srd.4LJEpZ2HkCu9BvHI] with a modified grip that uses miscellaneous knives, forks, chopsticks, and spoons as ammunition. Users typically upend the entire contents of their cutlery drawer into the gun, aim it in the general direction of the foe, and hope it hits something.</p>\n<p>This hand cannon is a martial weapon, instead of a simple weapon. It has the scatter (5 feet) trait and uses cutlery or similar-sized objects as ammunition instead of bullets (enough cheap cutlery to fire ten shots costs 1 sp).</p>"},"equipped":{"carryType":"held","handsHeld":1,"invested":null},"equippedBulk":{"value":""},"group":"firearm","hardness":0,"hp":{"brokenThreshold":0,"max":0,"value":0},"level":{"value":1},"negateBulk":{"value":"0"},"potencyRune":{"value":1},"preciousMaterial":{"value":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"gp":10}},"propertyRune1":{"value":null},"propertyRune2":{"value":null},"propertyRune3":{"value":null},"propertyRune4":{"value":null},"quantity":1,"range":30,"reload":{"value":"1"},"rules":[],"size":"med","slug":"spoon-gun","source":{"value":"Pathfinder Guns & Gears"},"splashDamage":{"value":0},"stackGroup":null,"strikingRune":{"value":null},"traits":{"rarity":"uncommon","value":["cobbled","goblin","modular","scatter-5"]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"1"},"schema":{"version":0.84,"lastMigration":null}},"type":"weapon"},{"_id":"S15PpUGk3lK9lsRt","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":"B28vVKwTit67ffDX","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":null,"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":"93YrlF8H7jMCzbHu","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.fyYnQf1NAx9fWFaS"}},"img":"systems/pf2e/icons/equipment/adventuring-gear/rope.webp","name":"Rope","sort":0,"system":{"baseItem":null,"containerId":null,"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":"m96230JPQOpYEdWd","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":"Dm8QJFNLwVkcA0jn","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.1RiYM3lQDx30XEfB"}},"img":"systems/pf2e/icons/equipment/held-items/firearm-cleaning-kit.webp","name":"Firearm Cleaning Kit","sort":0,"system":{"baseItem":null,"containerId":"null","description":{"value":"<p>This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can't perform the necessary tasks during your daily preparations to ensure that your firearm isn't at risk of misfiring under normal use conditions.</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":null},"preciousMaterialGrade":{"value":null},"price":{"value":{"sp":1}},"quantity":1,"rules":[],"size":"med","slug":"firearm-cleaning-kit","source":{"value":"Pathfinder Guns & Gears"},"stackGroup":null,"traits":{"rarity":"uncommon","value":[]},"usage":{"value":"held-in-two-hands"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"equipment"},{"_id":"k7AtTieoYbIzjkPu","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":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":4}},"quantity":2,"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":"J09z5YZOhYXxuRTp","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.cwurQLvQaqjK70UI"}},"img":"systems/pf2e/icons/equipment/consumables/other-consumables/feather-token.webp","name":"Feather Token (Holly Bush)","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":1,"value":1},"consumableType":{"value":"other"},"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>When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn't heal you if you don't eat it within the span of your Interact action.</p>\n<p>If activated on soil, the plant continues to grow and thrive (although it doesn't produce any more healing berries). If activated elsewhere, it withers and dies within [[/r 1d4 #days]]{1d4 days}.</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":"feather-token-holly-bush","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":"CePLgw2iBu2oXP7J","flags":{"core":{"sourceId":"Compendium.pf2e.equipment-srd.VctYvRnaKXjKlqQ7"}},"img":"systems/pf2e/icons/equipment/consumables/ammunition/cutlery.webp","name":"Cutlery","sort":0,"system":{"autoDestroy":{"value":true},"baseItem":null,"charges":{"max":0,"value":0},"consumableType":{"value":"ammo"},"consume":{"value":""},"containerId":"null","description":{"value":"<p>Ammunition for the @UUID[Compendium.pf2e.equipment-srd.MMYL2rfbYNWT0Rs1]</p>\n<p>Users typically upend the entire contents of their cutlery drawer into the gun, aim it in the general direction of the foe, and hope it hits something.</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":null},"preciousMaterialGrade":{"value":null},"price":{"per":10,"value":{"sp":1}},"quantity":20,"rules":[],"size":"med","slug":"cutlery","source":{"value":"Pathfinder Guns & Gears"},"stackGroup":"rounds10","traits":{"rarity":"common","value":[]},"usage":{"value":"held-in-one-hand"},"weight":{"value":"L"},"schema":{"version":0.84,"lastMigration":null}},"type":"consumable"},{"_id":"iD6x3tHKAv6AbCzD","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":13,"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":"uOqSsDS0aul64iCH","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":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"}],"name":"Zakzak","system":{"abilities":{},"attributes":{"bonusEncumbranceBulk":0,"bonusLimitBulk":0,"hp":{"temp":0,"value":39},"initiative":{"statistic":"perception"},"resolve":{"max":0,"value":0},"sp":{"details":"","max":0,"value":0},"speed":{"otherSpeeds":[],"value":25}},"build":{"abilities":{"boosts":{"1":["dex","con","cha","wis"]}}},"crafting":{"formulas":[]},"customModifiers":{},"details":{"age":{"value":""},"alignment":{"value":"CG"},"alliance":"party","biography":{"allies":"","appearance":"","attitude":"","backstory":"<p>Growing up on the streets of Absalom, Zakzak was raised on stories of the heroic goblins of the Crookedtoes tribe. Zakzak relentlessly pestered anyone who might tell him more about those fabled goblins who bravely battled the undead hordes of the Whispering Tyrant. These goblins rescued the hapless humans of Lastwall and escorting them to Absalom, where the humans gratefully rewarded the goblins by giving them the glorious Puddles district, a region of the city already filled with sturdy houses and even a castle for the goblins and their newly proclaimed king. Surrounded by such stories of goblin glory, Zakzak pushed himself constantly, crafting a firearm of unparalleled might in the form of his flingflenser, forged from scraps he scrounged himself from Absalom's back alleys.</p>\n<p>But even a mighty goblin with an even-mightier weapon needs an adventure before he can make his name. Hearing the stories of the gunslingers of Alkenstar, Zakzak boarded a ship for the port of Quantium, hoping to find passage from there on to Alkenstar. During the journey, Zakzak made an unlikely friend: an elven sniper named Zindarel. Despite the Jinin elf's best efforts to discourage the goblin, Zakzak knew a loner in need of a friend if ever he saw one. By the time their ship reached port the two had forged a bond that Zakzak knew was a lifelong friendship and that Zindarel found surprisingly tolerable. Together, the two traveled on to Alkenstar in search of adventure and opportunity.</p>","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","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":{"weapon-group-firearm":{"breakdown":"","custom":true,"rank":2,"value":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":{"heroPoints":{"max":3,"value":1}},"saves":{"will":{"rank":2}},"skills":{"acr":{"rank":1},"arc":{"rank":0},"ath":{"rank":0},"cra":{"rank":0},"dec":{"rank":1},"dip":{"rank":0},"itm":{"rank":2},"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.paizo-pregens.yzcXrMEuajAdIRZE"}}}
{"_id":"zo0OV4kxZ4LntHkU","img":"systems/pf2e/icons/default-icons/alternatives/ancestries/strix.svg","items":[{"_id":"lVcvisdO56v5pJ0R","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Devil 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":"NbEOqZpnbrULuD0R","img":"systems/pf2e/icons/default-icons/lore.svg","name":"Korvosa 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":"irIIQmoFWYTucsUp","flags":{"core":{"sourceId":"Compendium.pf2e.ancestries.GXcC6oVa5quzgNHD"}},"img":"systems/pf2e/icons/default-icons/alternatives/ancestries/strix.svg","name":"Strix","sort":0,"system":{"additionalLanguages":{"count":0,"custom":"","value":["draconic","jotun","gnomish","infernal"]},"boosts":{"0":{"value":["dex"]},"1":{"value":[]},"2":{"selected":"cha","value":["str","dex","con","int","wis","cha"]}},"description":{"value":"<p><em>Known as itarii in their own language, strix are reclusive avian humanoids devoted to their homelands and their tribes. They defend their precious communities with broad wingspans and razor talons.</em></p>\n<hr />\n<p>Strix value ferocity, vengeance, and devotion above all else. Their dark, formidable wingspans and long history of taking revenge for their fallen family members have painted them as winged devils in the eyes of neighboring human populations. In contradiction to their misunderstood nature, strix boast a spiritual, artistic, and compassionate culture that is rarely seen outside of their roosts.</p>\n<p>As strix populations begin to resurge and spread beyond the mountainous region known as the Devil's Perch, their tribes now speckle the landscape of Cheliax and surrounding nations. Soaring over mountains, forests, and beaches, strix are always brought home by the deep connections they share with their kinfolk.</p>\n<p>If you want a character who is loyal yet enigmatic, fierce yet artistic, and who yearns to soar above the world, you should play a strix.</p>\n<h2>You Might...</h2>\n<ul>\n<li>Dedicate and endear yourself to your family, friends, or community.</li>\n<li>Harbor an inherited distrust of humans.</li>\n<li>Keep strangers at arm's length and perhaps exhibit naivete about the world beyond your homeland.</li>\n</ul>\n<h2>Others Probably...</h2>\n<ul>\n<li>Appreciate your dedicated friendship, even if they don't grasp the cultural history behind it.</li>\n<li>Treat you on occasion like a carrier pigeon, asking you to deliver letters or other similar favors.</li>\n<li>Find your appearance frightening due to complete inexperience with strix.</li>\n</ul>\n<h2>Physical Description</h2>\n<p>Strix are avian-influenced humanoids with intimidating talons and feathered wings sprouting from their backs. With an average height of 6 feet, strix are taller than most humans but are very light for their size. Strix are considered mature at 14 years of age and have an average lifespan of 40 years. They have pointed ears and large eyes that are typically black from sclera to pupil, but occasionally appear as a piercing golden color. Strix lack the ability to move their eyes independently of their head, resulting in distinctive jerky movements as their gaze snaps between targets. Their bodies are usually taut with defined musculature-a result of the strength necessary to flex their wings.</p>\n<h2>Society</h2>\n<p>Strix are rare and reclusive people who cling to their ancestral territories. They live in modest-sized tribes, but some reside in smaller bands of tight-knit individuals. The largest settlements of strix reside on Devil's Perch, but a small number of their ilk have traveled far across Golarion. Strix feel an intense empathy and attachment to their family and other community members. They prioritize the needs of their community over their individual desires, and their bands and tribes benefit from an easy yet expertly organized division of labor. Strix tribes are led by a rokoa, a female tribal leader.</p>\n<p>A long history of conflict with the nearby nation of Cheliax as bred into most strix a deep fear and suspicion of humans-who they call kotaara. Strix have struggled to keep hold of their territories and maintain their numbers in the face of constant conflict with these enemies who, in addition to trying to destroy what they believe to be winged devils, vastly outnumber them. Due to their strongly bonded groups, the loss of a single tribe member is devastating.</p>\n<h2>Alignment and Religion</h2>\n<p>Due to their deep respect for the rules of a functioning society, strix are rarely chaotic, but some may be flexible on adopting the rules of outside societies. Strix are typically nonreligious and instead use stories from an epic known as the Korrsat Akra, or “The Scattered Nest,” to tell them of their origins and give them direction on their current place in the world. They have a deep investment in the lives of their fellows and experience intense grief at their passing. Pharasma is a common influence among religious strix due to the popularity of religious and spiritual practices honoring the lives and deaths in their beloved community. Gozreh is also an everyday influence for many strix, who beseech the Wind and the Waves to give them satisfying tailwinds for flight and protect their kin when the sky turns dark with fury. Erastil and even Torag represent two versions of social order and may be unifying deities across entire tribes.</p>\n<h2>Names</h2>\n<p>Strix names consist of sounds that are reminiscent of chirping, screeches, or trilling by various birds, and their naming conventions are influenced primarily by tradition and spirituality. Strix in small communities might share a common syllable among all their names to express their unity. Due to their deep affection for their family members, naming children after other loved ones is very common, occasionally with an additional syllable or slight change to the pronunciation.</p>\n<h3><span style=\"text-decoration:underline\">Sample Names</span></h3>\n<p>Chiit-iir, Cicreeti, Ikatarii, Irkoata, Kaata, Kiilo, Kirii, Rahka, Roatatwiil, Turiilo, Turuk, Twilii</p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Strix 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> Dexterity, Free</p>\n<p><strong>Languages</strong> Common, Strix</p>\n<p><strong>Additional Languages</strong> equal to your Intelligence modifier (if positive). Choose from Draconic, Gnome, Infernal, Jotun, 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>Wings</strong> All strix possess powerful wings. While not all strix focus on honing their flying skills, a strong flap of their wings allows strix to travel longer distances when jumping. When Leaping horizontally, you move an additional 5 feet. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed.</p>"},"flaws":{"0":{"value":[]}},"hp":8,"items":{"64eou":{"img":"systems/pf2e/icons/default-icons/feat.svg","level":1,"name":"Wings","uuid":"Compendium.pf2e.ancestryfeatures.oCIO7UJqbpTkI62l"}},"languages":{"custom":"","value":["common","strix"]},"reach":5,"rules":[],"size":"med","slug":"strix","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"speed":25,"traits":{"rarity":"rare","value":["humanoid","strix"]},"vision":"lowLightVision","schema":{"version":0.84,"lastMigration":null}},"type":"ancestry"},{"_id":"TuHAOMKt44aNF8uJ","flags":{"core":{"sourceId":"Compendium.pf2e.ancestryfeatures.oCIO7UJqbpTkI62l"}},"img":"systems/pf2e/icons/spells/unfettered-pack.webp","name":"Wings","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestryfeature","description":{"value":"<p>All strix possess powerful wings. While not all strix focus on honing their flying skills, a strong flap of their wings allows strix to travel longer distances when jumping.</p>\n<p>When Leaping horizontally, you move an additional 5 feet. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed.</p>"},"level":{"value":0},"location":"irIIQmoFWYTucsUp","prerequisites":{"value":[]},"rules":[],"slug":"wings","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":["strix"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"5Ktdn48UnWRd9cyD","flags":{"core":{"sourceId":"Compendium.pf2e.heritages.9mS8EGLlGUOzSAzP"}},"img":"systems/pf2e/icons/default-icons/heritage.svg","name":"Nightglider Strix","sort":0,"system":{"ancestry":{"name":"Strix","slug":"strix","uuid":"Compendium.pf2e.ancestries.GXcC6oVa5quzgNHD"},"description":{"value":"<p>You are a dedicated nocturnal avian, keeping watch and predating in the most lightless environments. You gain @UUID[Compendium.pf2e.ancestryfeatures.HHVQDp61ehcpdiU8].</p>"},"rules":[{"key":"Sense","selector":"darkvision"}],"slug":"nightglider-strix","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"heritage"},{"_id":"oHur6CkKeib2g1zK","flags":{"core":{"sourceId":"Compendium.pf2e.backgrounds.3WPo7m6rJQh9L7MN"}},"img":"systems/pf2e/icons/default-icons/background.svg","name":"Emissary","sort":0,"system":{"boosts":{"0":{"selected":"cha","value":["cha","int"]},"1":{"selected":"dex","value":["cha","con","dex","int","str","wis"]}},"description":{"value":"<p>As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade.</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 Society skill and a Lore skill related to one city you've visited often. You gain the @UUID[Compendium.pf2e.feats-srd.P9HCz0uR6xPHuw72] skill feat.</p>"},"items":{"cxx9n":{"img":"systems/pf2e/icons/features/feats/feats.webp","level":1,"name":"Multilingual","uuid":"Compendium.pf2e.feats-srd.P9HCz0uR6xPHuw72"}},"rules":[],"slug":"emissary","source":{"value":"Pathfinder Core Rulebook"},"trainedLore":"<City> Lore","trainedSkills":{"value":["soc"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"background"},{"_id":"Wtt76ikZPqCsfJNn","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.P9HCz0uR6xPHuw72"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Multilingual","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.</p>\n<p><strong>Special</strong> You can select this feat multiple times. Each time, you learn additional languages.</p>"},"level":{"value":1},"location":"oHur6CkKeib2g1zK","maxTakable":null,"prerequisites":{"value":[{"value":"trained in Society"}]},"rules":[],"slug":"multilingual","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"XaoEiFVeqwRlligQ","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 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Rulebook"},"trainedSkills":{"additional":7,"value":["ste"]},"traits":{"rarity":"common","value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"class"},{"_id":"kgGByhWKMots8D9M","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.uGuCGQvUmioFV2Bd"},"pf2e":{"itemGrants":{"scoundrel":{"id":"lkQnyy5Mvr7SCwTA","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":"XaoEiFVeqwRlligQ","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.ZvfxtUMtfIOLYHyg"},{"flag":"scoundrel","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":"3pXEMPGK8ElvAHHY","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":"XaoEiFVeqwRlligQ","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":"LgJgEAvMcZtrX2Ox","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":"XaoEiFVeqwRlligQ","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":"XZrID2HDJEHkmpko","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":"XaoEiFVeqwRlligQ","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":"lkQnyy5Mvr7SCwTA","flags":{"core":{"sourceId":"Compendium.pf2e.classfeatures.ZvfxtUMtfIOLYHyg"},"pf2e":{"grantedBy":{"id":"kgGByhWKMots8D9M","onDelete":"cascade"}}},"img":"systems/pf2e/icons/features/classes/scoundrel.webp","name":"Scoundrel","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"classfeature","description":{"value":"<p>You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.</p>\n<p>When you successfully @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X], the target is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.</p>\n<p>You're trained in Deception and Diplomacy. You can choose Charisma as your key ability score.</p>"},"level":{"value":1},"location":null,"prerequisites":{"value":[]},"rules":[{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.dip.rank","value":1},{"key":"ActiveEffectLike","mode":"upgrade","path":"system.skills.dec.rank","value":1}],"slug":"scoundrel","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"9a7CfndFnjFntH4F","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.SJbokJKkFnA6rKkJ"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Nestling Fall","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"ancestry","description":{"value":"<p>You trust the strength of your wings and can spread them to glide safely to the ground. As long as you can act, you take no damage from falling, no matter what distance you fall.</p>"},"level":{"value":1},"location":"ancestry-1","prerequisites":{"value":[]},"rules":[],"slug":"nestling-fall","source":{"value":"Pathfinder Lost Omens: Ancestry Guide"},"traits":{"rarity":"common","value":["strix"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"u0tPYlg0xx3WPGvc","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.hLYoIjH8gPEVXyWG"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Distracting Feint","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"class","description":{"value":"<p>Your @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feints} are far more distracting than normal, drawing your foes' attention and allowing you and your allies to take greater advantage.</p>\n<p>While a creature is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] by your Feint, it also takes a -2 circumstance penalty to Perception checks and Reflex saves.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.7hRgBo0fRQBxMK7g]</p>"},"level":{"value":2},"location":"class-1","prerequisites":{"value":[{"value":"scoundrel racket"}]},"rules":[],"slug":"distracting-feint","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"55i2cMKXCB5BlddX","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-2","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":"aIYNvXWoVkyl4KPJ","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.ALbosSUygdq4T1Yk"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Poison Weapon","sort":0,"system":{"actionType":{"value":"action"},"actions":{"value":1},"category":"class","description":{"value":"<p><strong>Requirements</strong> You are wielding a piercing or slashing weapon</p>\n<hr />\n<p>You apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.</p>\n<p><strong>Special</strong> During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.SXYcrnGzWCuj8zq7]</p>"},"level":{"value":4},"location":"class-4","prerequisites":{"value":[]},"rules":[],"slug":"poison-weapon","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["manipulate","rogue"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"cnbykBNkyqywgFCs","flags":{"core":{"sourceId":"Compendium.pf2e.feats-srd.ar2DUlvDK4LDcH9J"}},"img":"systems/pf2e/icons/features/feats/feats.webp","name":"Quick Coercion","sort":0,"system":{"actionType":{"value":"passive"},"actions":{"value":null},"category":"skill","description":{"value":"<p>You can bully others with just a few choice implications. You can @UUID[Compendium.pf2e.actionspf2e.tHCqgwjtQtzNqVvd] a creature after 1 round of conversation instead of 1 minute. You still can't Coerce a creature in the midst of combat, or without engaging in a conversation.</p>"},"level":{"value":1},"location":"skill-1","prerequisites":{"value":[{"value":"trained in Intimidation"}]},"rules":[],"slug":"quick-coercion","source":{"value":"Pathfinder Core Rulebook"},"traits":{"rarity":"common","value":["general","skill"]},"schema":{"version":0.84,"lastMigration":null}},"type":"feat"},{"_id":"m2e8hO1111SnspB1","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-2","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":"AX5RQl9RhncSQSMy","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-3","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":"e5G3UdfqFdN7shqX","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. 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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":"HnIZWFqRd22kEzur","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. 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Zerryd has a charming personality that allows him to find friends easily-a trait that's served him well when attempting to put people he encounters at ease.</p>","attitude":"","backstory":"","beliefs":"","birthPlace":"","campaignNotes":"","catchphrases":"","dislikes":"","enemies":"","likes":"","organaizations":""},"deity":{"image":"systems/pf2e/assets/sheet/deity.webp","value":""},"ethnicity":{"value":""},"gender":{"value":"M/He/Him"},"height":{"value":""},"keyability":{"value":"dex"},"level":{"value":4},"nationality":{"value":"Chelaxian"},"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":{"fortitude":{"rank":1,"value":0},"reflex":{"rank":2,"value":0},"will":{"rank":2,"value":0}},"skills":{"acr":{"rank":1},"arc":{"rank":1},"ath":{"rank":2},"cra":{"rank":0},"dec":{"rank":2},"dip":{"rank":1},"itm":{"rank":1},"med":{"rank":0},"nat":{"rank":0},"occ":{"rank":0},"prf":{"rank":1},"rel":{"rank":0},"soc":{"rank":1},"ste":{"rank":1},"sur":{"rank":0},"thi":{"rank":2}},"traits":{"languages":{"custom":"","selected":[],"value":["common","infernal","strix","varisian"]},"senses":[],"value":[]},"schema":{"version":0.84,"lastMigration":null}},"type":"character","flags":{"core":{"sourceId":"Compendium.pf2e.paizo-pregens.zo0OV4kxZ4LntHkU"}}}