|
{"_id":"EEZvDB1Z7ezwaxIr","name":"Domains","ownership":{"default":0},"pages":[{"_id":"qMS6QepvY7UQQjcr","image":{},"name":"Abomination Domain","sort":200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.8Oy4qHylOOp79JxD]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.6GjJtLJnwC18Y0aZ]</em><u></u>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.0qA4MfMkFklOz2Lk]</em></p>\n<p>You seek to instill abhorrence and horror in those around you.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"T2y0vuYibZCL7CH0","image":{},"name":"Air Domain","sort":400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.oJPwMa9xG8oMnC14], @UUID[Compendium.pf2e.deities.9WD0hbUT0IbnuTiM], @UUID[Compendium.pf2e.deities.oRvuLq3o2FxXizt9], @UUID[Compendium.pf2e.deities.swwwP7eVmlNuWTb7],@UUID[Compendium.pf2e.deities.DEKKbg6riAdL2ARf],@UUID[Compendium.pf2e.deities.rRuxBgC58PxrLzRv],@UUID[Compendium.pf2e.deities.A37XqON6QRPzQhp7],@UUID[Compendium.pf2e.deities.IZcdF1G8ZsnMotaM],@UUID[Compendium.pf2e.deities.o9tK1T28LNEVzpFV],@UUID[Compendium.pf2e.deities.Ij1KRM8ufkEjGnR3],@UUID[Compendium.pf2e.deities.Bhxji0kxIbMKqdkw],@UUID[Compendium.pf2e.deities.97Qe42wJN5EVUS14],@UUID[Compendium.pf2e.deities.w4fDrwL8VIqJDPfR],@UUID[Compendium.pf2e.deities.YXmeBdOZfWgUljW1]</p>\n<p><strong>Domain Spell</strong><em>@UUID[Compendium.pf2e.spells-srd.myC2EIrsjmB8xosi]</em>;<strong>Advanced Domain Spell</strong><em>@UUID[Compendium.pf2e.spells-srd.L8pzCOi7Jzx5ALs9]</em></p>\n<p>You can control winds and the weather.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"yaMJsfYZmWJLqbFE","image":{},"name":"Ambition Domain","sort":600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.9WD0hbUT0IbnuTiM], @UUID[Compendium.pf2e.deities.soiVh53y9RAeSLEk], @UUID[Compendium.pf2e.deities.aVyxfqY9GBjTqQul], @UUID[Compendium.pf2e.deities.6O4UGWcYERDEugzk], @UUID[Compendium.pf2e.deities.zlJGKpeLBwajP91o], @UUID[Compendium.pf2e.deities.CnDEoo6WruQCXo1o], @UUID[Compendium.pf2e.deities.sNjPI1iaS8Z43YJf], @UUID[Compendium.pf2e.deities.1nQVLOyWv5kC0bCU], @UUID[Compendium.pf2e.deities.zzhYFcShT9JoE2Mp], @UUID[Compendium.pf2e.deities.rDTXcBJ8LyqA2TkL], @UUID[Compendium.pf2e.deities.PFp4Sdp2TDDKD62l], @UUID[Compendium.pf2e.deities.4bEPoujxhYdUyUOg], @UUID[Compendium.pf2e.deities.SCGdJmm7Wzle9jFP], @UUID[Compendium.pf2e.deities.ZfN7jkK6boU1FuiS]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.Dj44lViYKvOJ8a53]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.NOB92Wpn7jXvtyVW]</em></p>\n<p>You strive to keep up with and outpace the competition.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"7xrNAgAnBqBgE3yM","image":{},"name":"Change Domain","sort":800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.9n2CI0B3EA4y3BuU], @UUID[Compendium.pf2e.deities.remyY1BwhEVmBwya], @UUID[Compendium.pf2e.deities.gXHoxuuiAD54LnWV], @UUID[Compendium.pf2e.deities.AHX89nhuVhmg8k6w], @UUID[Compendium.pf2e.deities.M3eb94Nd6uXti2IK], @UUID[Compendium.pf2e.deities.fuPTR1laXO6EionS], @UUID[Compendium.pf2e.deities.qqqrbq4uCrelQvgH], @UUID[Compendium.pf2e.deities.5ZIvg8CkqRMepVcX], @UUID[Compendium.pf2e.deities.aipkJQxP4GBsTaGq], @UUID[Compendium.pf2e.deities.CnDEoo6WruQCXo1o], @UUID[Compendium.pf2e.deities.QibpLccM5bLUMopj], @UUID[Compendium.pf2e.deities.fTJLgTfEMZreJ19r], @UUID[Compendium.pf2e.deities.E1dUhoSEf2XfklU2], @UUID[Compendium.pf2e.deities.hhV2g6aU8jKLEca1], @UUID[Compendium.pf2e.deities.jL1qiVOZBKXETtVD], @UUID[Compendium.pf2e.deities.nuvfUC4TcOvFbKxx], @UUID[Compendium.pf2e.deities.1xHnoMlCyCV70TnT], @UUID[Compendium.pf2e.deities.nuqIimigyt986WLE], @UUID[Compendium.pf2e.deities.0R2BjVb7d9tYCIbk], @UUID[Compendium.pf2e.deities.aTYy1WHwAZiuei4h], @UUID[Compendium.pf2e.deities.w4fDrwL8VIqJDPfR], @UUID[Compendium.pf2e.deities.mebdNVKeKuTmDDHj], @UUID[Compendium.pf2e.deities.iEt6idGIEPXY2HzV]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.GUnw9YXaW3YyaCAU]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.GoKkejPj5yWJPIPK]</em></p>\n<p>You can restructure the physical and metaphysical.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"QSk78hQR3zskMlq2","image":{},"name":"Cities Domain","sort":1000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.d56paSkcwvll2OhR], @UUID[Compendium.pf2e.deities.v67fHklTZ6LoU54q], @UUID[Compendium.pf2e.deities.OlVCyRgOaPJji4qt], @UUID[Compendium.pf2e.deities.CzHjFLx4hpIEIoWt], @UUID[Compendium.pf2e.deities.0BH54ZVR8NcrGlMu], @UUID[Compendium.pf2e.deities.VEyowuhC4FsBnG8c], @UUID[Compendium.pf2e.deities.iXvyp9rGnqvFfy4q], @UUID[Compendium.pf2e.deities.ub0PJ5QkrdoGzzb2], @UUID[Compendium.pf2e.deities.hWTTS0e7J9hJfsp3], @UUID[Compendium.pf2e.deities.v1fsLP6nTkiy5ghB], @UUID[Compendium.pf2e.deities.0R2BjVb7d9tYCIbk], @UUID[Compendium.pf2e.deities.SCGdJmm7Wzle9jFP]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.yH13KXUK2x093NUv]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.ivKnEtI1z4UqEKIA]</em></p>\n<p>You have powers over urban environments and denizens.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"jq9O1tl76g2AzLOh","image":{},"name":"Cold Domain","sort":1200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.uXkMGx0OD896ZQlT], @UUID[Compendium.pf2e.deities.swwwP7eVmlNuWTb7], @UUID[Compendium.pf2e.deities.A37XqON6QRPzQhp7], @UUID[Compendium.pf2e.deities.JcIf4uwKLxEWdplI], @UUID[Compendium.pf2e.deities.Vzxm5FyIA40b2OSP], @UUID[Compendium.pf2e.deities.w4fDrwL8VIqJDPfR], @UUID[Compendium.pf2e.deities.tb0oADxOoMhyrYRA]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.DeNz6eAUlE0IE9U3]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.wjJW9hWY5CkkMvY5]</em></p>\n<p>You control ice, snow, and freezing temperatures.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"flmxRzGxN2rRNyxZ","image":{},"name":"Confidence Domain","sort":1400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.gutbzYTZvRTnq4on], @UUID[Compendium.pf2e.deities.HtRxo4J3elFteIqu], @UUID[Compendium.pf2e.deities.KDFujU3Yug6AwCOz], @UUID[Compendium.pf2e.deities.QRkcFciCOmFoxF1B], @UUID[Compendium.pf2e.deities.HD7g8T8ioy1EH3M8], @UUID[Compendium.pf2e.deities.4GO4iT585ynLJnc8], @UUID[Compendium.pf2e.deities.vSUz97Y29l1O50bC], @UUID[Compendium.pf2e.deities.CzHjFLx4hpIEIoWt], @UUID[Compendium.pf2e.deities.8DXel4AvpyUy6oJ0], @UUID[Compendium.pf2e.deities.Zi1UARhode3FSFLr], @UUID[Compendium.pf2e.deities.88vRw2ZVPax4hhga], @UUID[Compendium.pf2e.deities.tk7gRxXsqvBwQrUF], @UUID[Compendium.pf2e.deities.eErEiVmBqltYXFJ6], @UUID[Compendium.pf2e.deities.bF77ydtptI54STl9], @UUID[Compendium.pf2e.deities.Mv6uTJLh3VGEoGLH], @UUID[Compendium.pf2e.deities.o9tK1T28LNEVzpFV], @UUID[Compendium.pf2e.deities.u3YfcJh1C4w6n75j], @UUID[Compendium.pf2e.deities.97Qe42wJN5EVUS14], @UUID[Compendium.pf2e.deities.PFp4Sdp2TDDKD62l], @UUID[Compendium.pf2e.deities.N8a76dkGfUvxvSW0]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.Q25JQAgnJSGgFDKZ]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.J8pL8yTshga8QOk8]</em></p>\n<p>You overcome your fear and project pride.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ydbCjJ9PPmRzZhDN","image":{},"name":"Creation Domain","sort":1600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.uXkMGx0OD896ZQlT], @UUID[Compendium.pf2e.deities.o8ayCv3LAHWlu0vQ], @UUID[Compendium.pf2e.deities.uydTiyN5AzhBnQY8], @UUID[Compendium.pf2e.deities.vEMCpm7iidycRT5D], @UUID[Compendium.pf2e.deities.soiVh53y9RAeSLEk], @UUID[Compendium.pf2e.deities.M3eb94Nd6uXti2IK], @UUID[Compendium.pf2e.deities.AMFkYKUNQ3kCD0ob], @UUID[Compendium.pf2e.deities.6mgCX7lvKtaEYoa9], @UUID[Compendium.pf2e.deities.Zw8nhcpRxinoYRSa], @UUID[Compendium.pf2e.deities.IXLzDSMGndFb5rGY], @UUID[Compendium.pf2e.deities.0BH54ZVR8NcrGlMu], @UUID[Compendium.pf2e.deities.fuPTR1laXO6EionS], @UUID[Compendium.pf2e.deities.xu05XGotyT5st56H], @UUID[Compendium.pf2e.deities.lUFMwdv1UOyzFhIM], @UUID[Compendium.pf2e.deities.sNjPI1iaS8Z43YJf], @UUID[Compendium.pf2e.deities.W4QGkdn9V5ACRpkh], @UUID[Compendium.pf2e.deities.jL1qiVOZBKXETtVD], @UUID[Compendium.pf2e.deities.JgDqFUB1NtQkGmzp], @UUID[Compendium.pf2e.deities.WO9UsCY41oTtC2G0], @UUID[Compendium.pf2e.deities.gxwmzxUWBOhdgFSN], @UUID[Compendium.pf2e.deities.vnmoAGURp8oWCY6R], @UUID[Compendium.pf2e.deities.6nq25AjImkT5GxDT], @UUID[Compendium.pf2e.deities.0R2BjVb7d9tYCIbk], @UUID[Compendium.pf2e.deities.sZrdzh0ANQnZGXJb], @UUID[Compendium.pf2e.deities.w4fDrwL8VIqJDPfR], @UUID[Compendium.pf2e.deities.uYpxTi4byHc5w78R]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.xTpp8dHZsNMDm75B]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.eb4FXf62NYArTqek]</em></p>\n<p>You have divine abilities related to crafting and art.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"CM9ZqWwl7myKn2X1","image":{},"name":"Darkness Domain","sort":1800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.pCtJONJlhAugUXaG], @UUID[Compendium.pf2e.deities.uydTiyN5AzhBnQY8], @UUID[Compendium.pf2e.deities.DJ7LDFTtns6YFodT], @UUID[Compendium.pf2e.deities.oV5cnlPJQS8JfMIg], @UUID[Compendium.pf2e.deities.vSUz97Y29l1O50bC], @UUID[Compendium.pf2e.deities.fuPTR1laXO6EionS], @UUID[Compendium.pf2e.deities.WloVxo6HXJdS4YTt], @UUID[Compendium.pf2e.deities.kiTcZxmKxGPCwDpg], @UUID[Compendium.pf2e.deities.s81N9hxffmRuy3ik], @UUID[Compendium.pf2e.deities.wjXNXFWBLbJaeZQR], @UUID[Compendium.pf2e.deities.MbJ93Nw39h2cBYi5], @UUID[Compendium.pf2e.deities.ub0PJ5QkrdoGzzb2], @UUID[Compendium.pf2e.deities.jL1qiVOZBKXETtVD], @UUID[Compendium.pf2e.deities.iKgERiIc8rt3fatf], @UUID[Compendium.pf2e.deities.3nxIpMGeCvcBIVov], @UUID[Compendium.pf2e.deities.Vzxm5FyIA40b2OSP], @UUID[Compendium.pf2e.deities.DFxbPmQLOqcmbPTz], @UUID[Compendium.pf2e.deities.ZfN7jkK6boU1FuiS]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.SE0fbgBj7atuukdv]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.oiUhJbJ3YCKF62Fu]</em></p>\n<p>You operate in the darkness and take away the light.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"798PFdS8FmefcOl0","image":{},"name":"Death Domain","sort":2000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.51kMMWaT6CqpGlGk], @UUID[Compendium.pf2e.deities.pCtJONJlhAugUXaG], @UUID[Compendium.pf2e.deities.UUcAqU3KeJSMNxGF], @UUID[Compendium.pf2e.deities.tcXrtRYCOr2EmgGB], @UUID[Compendium.pf2e.deities.H1VrZ1QX0d2aPXT8], @UUID[Compendium.pf2e.deities.QlDnoOwf0PppymTn], @UUID[Compendium.pf2e.deities.KIEgpcmHYtFu1dpg], @UUID[Compendium.pf2e.deities.kiTcZxmKxGPCwDpg], @UUID[Compendium.pf2e.deities.nsiDGdgbAzkTQzOt], @UUID[Compendium.pf2e.deities.E1dUhoSEf2XfklU2], @UUID[Compendium.pf2e.deities.pm8H2DbtrHM01KNV], @UUID[Compendium.pf2e.deities.hhV2g6aU8jKLEca1], @UUID[Compendium.pf2e.deities.GX6PF9ifR47Xyjg9], @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], @UUID[Compendium.pf2e.deities.1xHnoMlCyCV70TnT], @UUID[Compendium.pf2e.deities.zzhYFcShT9JoE2Mp], @UUID[Compendium.pf2e.deities.83jKKHQPoqVylmrF], @UUID[Compendium.pf2e.deities.LLMTMgARSTlO7S9U]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.HG4afO9EOGEU9bZN]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.J5MNC4xq3CHH31qT]</em></p>\n<p>You have the power to end lives and destroy undead.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"cAxBEZsej32riaY5","image":{},"name":"Decay Domain","sort":2200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.oJPwMa9xG8oMnC14], @UUID[Compendium.pf2e.deities.sILda7I8Ak20Ioj9], @UUID[Compendium.pf2e.deities.gXHoxuuiAD54LnWV], @UUID[Compendium.pf2e.deities.oRvuLq3o2FxXizt9], @UUID[Compendium.pf2e.deities.WloVxo6HXJdS4YTt], @UUID[Compendium.pf2e.deities.s81N9hxffmRuy3ik], @UUID[Compendium.pf2e.deities.E1dUhoSEf2XfklU2], @UUID[Compendium.pf2e.deities.8Oy4qHylOOp79JxD], @UUID[Compendium.pf2e.deities.3INt1X4ijBYnZYbU], @UUID[Compendium.pf2e.deities.pVQzTL5elNTxvffu], @UUID[Compendium.pf2e.deities.9eltBjLngkR9x1Xm], @UUID[Compendium.pf2e.deities.22n3N47sqbqbDxbp], @UUID[Compendium.pf2e.deities.mebdNVKeKuTmDDHj]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.7tp97g0UCJ9wOrd5]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.2RhZkHNv8ajq0yLq]</em></p>\n<p>You have the power to spoil and deteriorate matter.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"tuThzOCvMLbRVba8","image":{},"name":"Delirium Domain","sort":2400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.65o189p2eUPbqaDK], @UUID[Compendium.pf2e.deities.8Oy4qHylOOp79JxD], @UUID[Compendium.pf2e.deities.3INt1X4ijBYnZYbU], @UUID[Compendium.pf2e.deities.iJyhAFmHOLZBvWnJ], @UUID[Compendium.pf2e.deities.nuqIimigyt986WLE], @UUID[Compendium.pf2e.deities.aTYy1WHwAZiuei4h], @UUID[Compendium.pf2e.deities.8ZSywyo8YQPduo92]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.XhgMx9WC6NfXd9RP]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.HisaZTk67YAxLGBq]</em></p>\n<p>You can bring about hallucinations and restlessness.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"AOQZjqgfafqqtHOB","image":{},"name":"Destruction Domain","sort":2600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.bLI1JMpI2GXQT5AC], @UUID[Compendium.pf2e.deities.pCtJONJlhAugUXaG], @UUID[Compendium.pf2e.deities.cHAbE86pto5bvIWo], @UUID[Compendium.pf2e.deities.aChBtIDfA59QQ7SN], @UUID[Compendium.pf2e.deities.sILda7I8Ak20Ioj9], @UUID[Compendium.pf2e.deities.wkDOeK7ENz1ra8IC], @UUID[Compendium.pf2e.deities.AHX89nhuVhmg8k6w], @UUID[Compendium.pf2e.deities.Bzfc5mIUfMxOnQWu], @UUID[Compendium.pf2e.deities.dcbf3pBSNa2q1Kkq], @UUID[Compendium.pf2e.deities.XHDlP7o1jNz9851v], @UUID[Compendium.pf2e.deities.aVyxfqY9GBjTqQul], @UUID[Compendium.pf2e.deities.6O4UGWcYERDEugzk], @UUID[Compendium.pf2e.deities.Zi1UARhode3FSFLr], @UUID[Compendium.pf2e.deities.88vRw2ZVPax4hhga], @UUID[Compendium.pf2e.deities.WloVxo6HXJdS4YTt], @UUID[Compendium.pf2e.deities.DEKKbg6riAdL2ARf], @UUID[Compendium.pf2e.deities.A37XqON6QRPzQhp7], @UUID[Compendium.pf2e.deities.KIEgpcmHYtFu1dpg], @UUID[Compendium.pf2e.deities.14GLsVobnZTEmJrs], @UUID[Compendium.pf2e.deities.s81N9hxffmRuy3ik], @UUID[Compendium.pf2e.deities.JcIf4uwKLxEWdplI], @UUID[Compendium.pf2e.deities.r6SFB1PzKsagDXff], @UUID[Compendium.pf2e.deities.CnDEoo6WruQCXo1o], @UUID[Compendium.pf2e.deities.fTJLgTfEMZreJ19r], @UUID[Compendium.pf2e.deities.g1VxllMjs2YRIJAm], @UUID[Compendium.pf2e.deities.9EKyWmjLUu42evxC], @UUID[Compendium.pf2e.deities.SAuFz101iP6VVwvw], @UUID[Compendium.pf2e.deities.XYJupIPx0GW4s7eu], @UUID[Compendium.pf2e.deities.GEBaoeiv5CB9h2Bn], @UUID[Compendium.pf2e.deities.Bhxji0kxIbMKqdkw], @UUID[Compendium.pf2e.deities.0nQItOlce5ua6Eaf], @UUID[Compendium.pf2e.deities.rDTXcBJ8LyqA2TkL], @UUID[Compendium.pf2e.deities.ENzMYuzBZGIujSMx], @UUID[Compendium.pf2e.deities.7L9KIqixgseSCY3X], @UUID[Compendium.pf2e.deities.8roijlQ03l9rWFFe], @UUID[Compendium.pf2e.deities.ZfN7jkK6boU1FuiS]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.0H1ozccQGGFLUwFI]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.7d4DUTDIlzDa8OvX]</em></p>\n<p>You are a conduit for divine devastation.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"0wCEUwABKPdKPj8e","image":{},"name":"Dreams Domain","sort":2800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.JgqH3BhuEuA4Zyqs], @UUID[Compendium.pf2e.deities.VvxEvEKhCGRwrMJp], @UUID[Compendium.pf2e.deities.ub0PJ5QkrdoGzzb2], @UUID[Compendium.pf2e.deities.mebdNVKeKuTmDDHj]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.BRtKFk0PKfWIlCAB]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.PztLrElcZfLwRnEq]</em></p>\n<p>You have the power to enter and manipulate dreams.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"6qTjtFWaBO5b60zJ","image":{},"name":"Dust Domain","sort":3000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.A37XqON6QRPzQhp7], @UUID[Compendium.pf2e.deities.SAuFz101iP6VVwvw], @UUID[Compendium.pf2e.deities.9eltBjLngkR9x1Xm], @UUID[Compendium.pf2e.deities.7L9KIqixgseSCY3X]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.7CUgqHunmHfW2lC5]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.K1wmI4qPmRhFczmy]</em></p>\n<p>You have the power to dry and crumble what opposes you.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"uGQKjk2w4whzomky","image":{},"name":"Duty Domain","sort":3200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.d56paSkcwvll2OhR], @UUID[Compendium.pf2e.deities.gutbzYTZvRTnq4on], @UUID[Compendium.pf2e.deities.QRkcFciCOmFoxF1B], @UUID[Compendium.pf2e.deities.OlVCyRgOaPJji4qt], @UUID[Compendium.pf2e.deities.H1VrZ1QX0d2aPXT8], @UUID[Compendium.pf2e.deities.CzHjFLx4hpIEIoWt], @UUID[Compendium.pf2e.deities.39z55kowQFOUH2v0], @UUID[Compendium.pf2e.deities.6mgCX7lvKtaEYoa9], @UUID[Compendium.pf2e.deities.mm1j6UbHqFCI8fwB], @UUID[Compendium.pf2e.deities.eErEiVmBqltYXFJ6], @UUID[Compendium.pf2e.deities.zhPhYge7VJbIlJvA], @UUID[Compendium.pf2e.deities.nsiDGdgbAzkTQzOt], @UUID[Compendium.pf2e.deities.g1VxllMjs2YRIJAm], @UUID[Compendium.pf2e.deities.GEBaoeiv5CB9h2Bn], @UUID[Compendium.pf2e.deities.s9opv94lGDRKnw6W], @UUID[Compendium.pf2e.deities.DFxbPmQLOqcmbPTz], @UUID[Compendium.pf2e.deities.JndhOIHnQoMwnsw3], @UUID[Compendium.pf2e.deities.sZrdzh0ANQnZGXJb], @UUID[Compendium.pf2e.deities.N8a76dkGfUvxvSW0], @UUID[Compendium.pf2e.deities.y93whGnGZjFyw5A0], @UUID[Compendium.pf2e.deities.83jKKHQPoqVylmrF]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.cokeXkDHUAo4zHsw]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.caehfpQz7yp9yNzz]</em></p>\n<p>You defend oaths and carry out your divine missions with great dedication.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"zkiLWWYzzqoxmN2J","image":{},"name":"Earth Domain","sort":3400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.d56paSkcwvll2OhR], @UUID[Compendium.pf2e.deities.RbslST0RZPXj6Eby], @UUID[Compendium.pf2e.deities.aChBtIDfA59QQ7SN], @UUID[Compendium.pf2e.deities.eyGEoggFlTEUQmvJ], @UUID[Compendium.pf2e.deities.vEMCpm7iidycRT5D], @UUID[Compendium.pf2e.deities.XHDlP7o1jNz9851v], @UUID[Compendium.pf2e.deities.39z55kowQFOUH2v0], @UUID[Compendium.pf2e.deities.mm1j6UbHqFCI8fwB], @UUID[Compendium.pf2e.deities.6O4UGWcYERDEugzk], @UUID[Compendium.pf2e.deities.3ffVxwgtvR1imHm8], @UUID[Compendium.pf2e.deities.VvxEvEKhCGRwrMJp], @UUID[Compendium.pf2e.deities.Mv6uTJLh3VGEoGLH], @UUID[Compendium.pf2e.deities.Bhxji0kxIbMKqdkw], @UUID[Compendium.pf2e.deities.1NxkZf6ndijKeufX], @UUID[Compendium.pf2e.deities.vnmoAGURp8oWCY6R], @UUID[Compendium.pf2e.deities.sZrdzh0ANQnZGXJb], @UUID[Compendium.pf2e.deities.9eltBjLngkR9x1Xm], @UUID[Compendium.pf2e.deities.tb0oADxOoMhyrYRA], @UUID[Compendium.pf2e.deities.uYpxTi4byHc5w78R]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.pRKaEXnjGJXbPHPC]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.cBUuG1yJHGeKffpg]</em></p>\n<p>You control soil and stone.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"SAnmegCTIqGW9S7S","image":{},"name":"Family Domain","sort":3600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.gutbzYTZvRTnq4on], @UUID[Compendium.pf2e.deities.CDkr6eXR1lgu7g6A], @UUID[Compendium.pf2e.deities.eyGEoggFlTEUQmvJ], @UUID[Compendium.pf2e.deities.HD7g8T8ioy1EH3M8], @UUID[Compendium.pf2e.deities.OlVCyRgOaPJji4qt], @UUID[Compendium.pf2e.deities.M3eb94Nd6uXti2IK], @UUID[Compendium.pf2e.deities.6mgCX7lvKtaEYoa9], @UUID[Compendium.pf2e.deities.mm1j6UbHqFCI8fwB], @UUID[Compendium.pf2e.deities.0BH54ZVR8NcrGlMu], @UUID[Compendium.pf2e.deities.VEyowuhC4FsBnG8c], @UUID[Compendium.pf2e.deities.xxUGdZYUj5IW7E0L], @UUID[Compendium.pf2e.deities.3ffVxwgtvR1imHm8], @UUID[Compendium.pf2e.deities.fuPTR1laXO6EionS], @UUID[Compendium.pf2e.deities.tk7gRxXsqvBwQrUF], @UUID[Compendium.pf2e.deities.TpAMy8tb5LrRgvqN], @UUID[Compendium.pf2e.deities.VvxEvEKhCGRwrMJp], @UUID[Compendium.pf2e.deities.EFyDjlH7XjGq7Erd], @UUID[Compendium.pf2e.deities.aLCfEgt48SRUHnMC], @UUID[Compendium.pf2e.deities.iXvyp9rGnqvFfy4q], @UUID[Compendium.pf2e.deities.aipkJQxP4GBsTaGq], @UUID[Compendium.pf2e.deities.v1fsLP6nTkiy5ghB], @UUID[Compendium.pf2e.deities.Mv6uTJLh3VGEoGLH], @UUID[Compendium.pf2e.deities.1NxkZf6ndijKeufX], @UUID[Compendium.pf2e.deities.ra7mnjAZcEuJxI37], @UUID[Compendium.pf2e.deities.gxwmzxUWBOhdgFSN], @UUID[Compendium.pf2e.deities.fTs56epghXwclPcX], @UUID[Compendium.pf2e.deities.6nq25AjImkT5GxDT], @UUID[Compendium.pf2e.deities.sZrdzh0ANQnZGXJb], @UUID[Compendium.pf2e.deities.g1AVEGi8QibhS007], @UUID[Compendium.pf2e.deities.ZynnoQJFz12FD0Xn]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.YGRpHU5yxw73mls8]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.tYLBjOTvBVn9JtRb]</em></p>\n<p>You aid and protect your family and community more effectively.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"EC2eB0JglDG5j1gT","image":{},"name":"Fate Domain","sort":3800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.Xb1N5YfxboJH26Jh], @UUID[Compendium.pf2e.deities.oV5cnlPJQS8JfMIg], @UUID[Compendium.pf2e.deities.Dm8qlzpUj7g82QFv], @UUID[Compendium.pf2e.deities.xxUGdZYUj5IW7E0L], @UUID[Compendium.pf2e.deities.fuPTR1laXO6EionS], @UUID[Compendium.pf2e.deities.KIEgpcmHYtFu1dpg], @UUID[Compendium.pf2e.deities.lSciGZGcbU9PJxQy], @UUID[Compendium.pf2e.deities.w66gCNiZ7dslqG8K], @UUID[Compendium.pf2e.deities.ub0PJ5QkrdoGzzb2], @UUID[Compendium.pf2e.deities.SCMlQDcoU1QcF3AS], @UUID[Compendium.pf2e.deities.iMRXc519Uepf8yH3], @UUID[Compendium.pf2e.deities.nsiDGdgbAzkTQzOt], @UUID[Compendium.pf2e.deities.Af4TSJjutVi9Vdwi], @UUID[Compendium.pf2e.deities.JgDqFUB1NtQkGmzp], @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], @UUID[Compendium.pf2e.deities.1nQVLOyWv5kC0bCU], @UUID[Compendium.pf2e.deities.3INt1X4ijBYnZYbU], @UUID[Compendium.pf2e.deities.9FWBJcADLEeP8Krf]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.Vvxgn7saUPW2bJhb]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.GqvKSxzN7A7kuFk4]</em></p>\n<p>You see and understand hidden inevitabilities.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"egSErNozlL3HRK1y","image":{},"name":"Fire Domain","sort":4000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.gutbzYTZvRTnq4on], @UUID[Compendium.pf2e.deities.Xb1N5YfxboJH26Jh], @UUID[Compendium.pf2e.deities.QRkcFciCOmFoxF1B], @UUID[Compendium.pf2e.deities.R0DvoLO8WbYIYhb3], @UUID[Compendium.pf2e.deities.vEMCpm7iidycRT5D], @UUID[Compendium.pf2e.deities.OlVCyRgOaPJji4qt], @UUID[Compendium.pf2e.deities.Bzfc5mIUfMxOnQWu], @UUID[Compendium.pf2e.deities.39z55kowQFOUH2v0], @UUID[Compendium.pf2e.deities.r6SFB1PzKsagDXff], @UUID[Compendium.pf2e.deities.CnDEoo6WruQCXo1o], @UUID[Compendium.pf2e.deities.g1VxllMjs2YRIJAm], @UUID[Compendium.pf2e.deities.SAuFz101iP6VVwvw], @UUID[Compendium.pf2e.deities.woDEgBs1MznhzpJ4], @UUID[Compendium.pf2e.deities.GEBaoeiv5CB9h2Bn], @UUID[Compendium.pf2e.deities.BNycwu3I21dTh4D9], @UUID[Compendium.pf2e.deities.rDTXcBJ8LyqA2TkL], @UUID[Compendium.pf2e.deities.tb0oADxOoMhyrYRA], @UUID[Compendium.pf2e.deities.7L9KIqixgseSCY3X]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.oJKZi8OQgmVXHOc0]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.y7Tusv3CieZktkkV]</em></p>\n<p>You control flame.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"5MjSsuKOLBoiL8FB","image":{},"name":"Freedom Domain","sort":4200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.HtRxo4J3elFteIqu], @UUID[Compendium.pf2e.deities.KDFujU3Yug6AwCOz], @UUID[Compendium.pf2e.deities.c9NFjRR8gr6CWpjl], @UUID[Compendium.pf2e.deities.soiVh53y9RAeSLEk], @UUID[Compendium.pf2e.deities.v67fHklTZ6LoU54q], @UUID[Compendium.pf2e.deities.oV5cnlPJQS8JfMIg], @UUID[Compendium.pf2e.deities.IXLzDSMGndFb5rGY], @UUID[Compendium.pf2e.deities.iXvyp9rGnqvFfy4q], @UUID[Compendium.pf2e.deities.fTJLgTfEMZreJ19r], @UUID[Compendium.pf2e.deities.65o189p2eUPbqaDK], @UUID[Compendium.pf2e.deities.Ij1KRM8ufkEjGnR3], @UUID[Compendium.pf2e.deities.1xHnoMlCyCV70TnT], @UUID[Compendium.pf2e.deities.ra7mnjAZcEuJxI37], @UUID[Compendium.pf2e.deities.g1AVEGi8QibhS007]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.gwOYh5zMVZB0HNcT]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.2jB9eyX7YekwoCvA]</em></p>\n<p>You liberate yourself and others from shackles and constraints.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"9g1dNytABTpmmGkG","image":{},"name":"Glyph Domain","sort":4400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.QRkcFciCOmFoxF1B], @UUID[Compendium.pf2e.deities.6mgCX7lvKtaEYoa9], @UUID[Compendium.pf2e.deities.8DXel4AvpyUy6oJ0], @UUID[Compendium.pf2e.deities.tcvobm8O84qv0aO5], @UUID[Compendium.pf2e.deities.WvoMr86bSSYxXKtI], @UUID[Compendium.pf2e.deities.KIEgpcmHYtFu1dpg], @UUID[Compendium.pf2e.deities.lSciGZGcbU9PJxQy], @UUID[Compendium.pf2e.deities.xu05XGotyT5st56H], @UUID[Compendium.pf2e.deities.w66gCNiZ7dslqG8K], @UUID[Compendium.pf2e.deities.iMRXc519Uepf8yH3], @UUID[Compendium.pf2e.deities.nsiDGdgbAzkTQzOt], @UUID[Compendium.pf2e.deities.KWVdoAm3b01M8Lcp], @UUID[Compendium.pf2e.deities.gsFaxWHbZmc1moY6], @UUID[Compendium.pf2e.deities.9EKyWmjLUu42evxC], @UUID[Compendium.pf2e.deities.WO9UsCY41oTtC2G0], @UUID[Compendium.pf2e.deities.iJyhAFmHOLZBvWnJ], @UUID[Compendium.pf2e.deities.aievwuZalZ2abs2q], @UUID[Compendium.pf2e.deities.9FWBJcADLEeP8Krf], @UUID[Compendium.pf2e.deities.ZynnoQJFz12FD0Xn], @UUID[Compendium.pf2e.deities.8wOAwLMgB1HFLo9n], @UUID[Compendium.pf2e.deities.iEt6idGIEPXY2HzV]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.ifXNOhtmU4fKL68v]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.vhe9DduqaivMs8FV]</em></p>\n<p>You wield power over written words and symbols.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"A7vErdGAweYsFcW8","image":{},"name":"Healing Domain","sort":4600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.jrPmEfubRDzMKbxl], @UUID[Compendium.pf2e.deities.R0DvoLO8WbYIYhb3], @UUID[Compendium.pf2e.deities.HD7g8T8ioy1EH3M8], @UUID[Compendium.pf2e.deities.yiKle2URZ43KYVKQ], @UUID[Compendium.pf2e.deities.McUqN13BGLTpYWCg], @UUID[Compendium.pf2e.deities.EFyDjlH7XjGq7Erd], @UUID[Compendium.pf2e.deities.5ZIvg8CkqRMepVcX], @UUID[Compendium.pf2e.deities.nuvfUC4TcOvFbKxx], @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], @UUID[Compendium.pf2e.deities.giAsBYiL2omr0x2L], @UUID[Compendium.pf2e.deities.BNycwu3I21dTh4D9], @UUID[Compendium.pf2e.deities.0nQItOlce5ua6Eaf], @UUID[Compendium.pf2e.deities.xTD0XFaguBX6QQ2L], @UUID[Compendium.pf2e.deities.ra7mnjAZcEuJxI37], @UUID[Compendium.pf2e.deities.fTs56epghXwclPcX], @UUID[Compendium.pf2e.deities.6nq25AjImkT5GxDT], @UUID[Compendium.pf2e.deities.0R2BjVb7d9tYCIbk], @UUID[Compendium.pf2e.deities.w4fDrwL8VIqJDPfR], @UUID[Compendium.pf2e.deities.ZynnoQJFz12FD0Xn]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.rhJyqB9g3ziImQgM]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.4nHYSMHito1GUXlm]</em></p>\n<p>Your healing magic is particularly potent.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"GiuzDTtkQAgtGW6n","image":{},"name":"Indulgence Domain","sort":4800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.aj4ChTlDcZCmrtJD], @UUID[Compendium.pf2e.deities.v67fHklTZ6LoU54q], @UUID[Compendium.pf2e.deities.RUzMtIQal0drPwQY], @UUID[Compendium.pf2e.deities.K1tzUClsozKcdpIe], @UUID[Compendium.pf2e.deities.DEKKbg6riAdL2ARf], @UUID[Compendium.pf2e.deities.V5PbbkZUP9N7kl6h], @UUID[Compendium.pf2e.deities.ItYptsfjV8XvfhOV], @UUID[Compendium.pf2e.deities.0nQItOlce5ua6Eaf], @UUID[Compendium.pf2e.deities.BLNXYqvzmLgjMq2p], @UUID[Compendium.pf2e.deities.pVQzTL5elNTxvffu], @UUID[Compendium.pf2e.deities.22n3N47sqbqbDxbp], @UUID[Compendium.pf2e.deities.4bEPoujxhYdUyUOg], @UUID[Compendium.pf2e.deities.8ZSywyo8YQPduo92]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.mFHQ2u4LWiejqKQG]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.ZeHeNQ5BNq6m5F1j]</em></p>\n<p>You feast mightily and can shake off the effects of overindulging.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"qjnUXickBOBDBu2N","image":{},"name":"Introspection Domain","sort":4900000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.hhV2g6aU8jKLEca1]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.R569jdqpNry8m0TJ]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.VGK9s6LCMMS027zP]</em></p>\n\n<p>You guide others in examining their lives, emotions, and motivations to ultimately become a truer version of themselves—a difficult and often painful process.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"0GwpYEjCHWyfQvgg","image":{},"name":"Knowledge Domain","sort":5000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.bLI1JMpI2GXQT5AC], @UUID[Compendium.pf2e.deities.CDkr6eXR1lgu7g6A], @UUID[Compendium.pf2e.deities.UUcAqU3KeJSMNxGF], @UUID[Compendium.pf2e.deities.vEMCpm7iidycRT5D], @UUID[Compendium.pf2e.deities.soiVh53y9RAeSLEk], @UUID[Compendium.pf2e.deities.tcXrtRYCOr2EmgGB], @UUID[Compendium.pf2e.deities.dcbf3pBSNa2q1Kkq], @UUID[Compendium.pf2e.deities.oyp2E685VsQFKMXi], @UUID[Compendium.pf2e.deities.8DXel4AvpyUy6oJ0], @UUID[Compendium.pf2e.deities.xxUGdZYUj5IW7E0L], @UUID[Compendium.pf2e.deities.tcvobm8O84qv0aO5], @UUID[Compendium.pf2e.deities.qqqrbq4uCrelQvgH], @UUID[Compendium.pf2e.deities.V5PbbkZUP9N7kl6h], @UUID[Compendium.pf2e.deities.zhPhYge7VJbIlJvA], @UUID[Compendium.pf2e.deities.xu05XGotyT5st56H], @UUID[Compendium.pf2e.deities.lUFMwdv1UOyzFhIM], @UUID[Compendium.pf2e.deities.ArmPZQrl0SFAKvrY], @UUID[Compendium.pf2e.deities.iMRXc519Uepf8yH3], @UUID[Compendium.pf2e.deities.v1fsLP6nTkiy5ghB], @UUID[Compendium.pf2e.deities.KWVdoAm3b01M8Lcp], @UUID[Compendium.pf2e.deities.W4QGkdn9V5ACRpkh], @UUID[Compendium.pf2e.deities.65o189p2eUPbqaDK], @UUID[Compendium.pf2e.deities.9EKyWmjLUu42evxC], @UUID[Compendium.pf2e.deities.RzTd9PmgnfHNlFVf], @UUID[Compendium.pf2e.deities.iKgERiIc8rt3fatf], @UUID[Compendium.pf2e.deities.3nxIpMGeCvcBIVov], @UUID[Compendium.pf2e.deities.JgDqFUB1NtQkGmzp], @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], @UUID[Compendium.pf2e.deities.WO9UsCY41oTtC2G0], @UUID[Compendium.pf2e.deities.giAsBYiL2omr0x2L], @UUID[Compendium.pf2e.deities.u3YfcJh1C4w6n75j], @UUID[Compendium.pf2e.deities.1xHnoMlCyCV70TnT], @UUID[Compendium.pf2e.deities.HbuynQRCjGKtbhcC], @UUID[Compendium.pf2e.deities.9FWBJcADLEeP8Krf], @UUID[Compendium.pf2e.deities.ZynnoQJFz12FD0Xn], @UUID[Compendium.pf2e.deities.8wOAwLMgB1HFLo9n], @UUID[Compendium.pf2e.deities.iEt6idGIEPXY2HzV], @UUID[Compendium.pf2e.deities.SUaGdvQXxSAQAw03], @UUID[Compendium.pf2e.deities.uYpxTi4byHc5w78R], @UUID[Compendium.pf2e.deities.SCGdJmm7Wzle9jFP]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.dXIRotMLsABDQQSB]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.l6zjNysNedpJcmDT]</em></p>\n<p>You receive divine insights.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Kca7UPuMm44tOo9n","image":{},"name":"Lightning Domain","sort":5200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.soiVh53y9RAeSLEk], @UUID[Compendium.pf2e.deities.EE8sNM4JraOPN669], @UUID[Compendium.pf2e.deities.yiKle2URZ43KYVKQ], @UUID[Compendium.pf2e.deities.swwwP7eVmlNuWTb7], @UUID[Compendium.pf2e.deities.DEKKbg6riAdL2ARf], @UUID[Compendium.pf2e.deities.CnDEoo6WruQCXo1o], @UUID[Compendium.pf2e.deities.Ij1KRM8ufkEjGnR3]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.g1eY1vN44mgluE33]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.VUwpDY4Z91s9QCg0]</em></p>\n<p>You control electricity, thunder, and storms.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"L11XsA5G89xVKlDw","image":{},"name":"Luck Domain","sort":5400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.eyGEoggFlTEUQmvJ], @UUID[Compendium.pf2e.deities.JgqH3BhuEuA4Zyqs], @UUID[Compendium.pf2e.deities.3ffVxwgtvR1imHm8], @UUID[Compendium.pf2e.deities.K1tzUClsozKcdpIe], @UUID[Compendium.pf2e.deities.lSciGZGcbU9PJxQy], @UUID[Compendium.pf2e.deities.AIcDyoff265z9285], @UUID[Compendium.pf2e.deities.MbJ93Nw39h2cBYi5], @UUID[Compendium.pf2e.deities.Mv6uTJLh3VGEoGLH]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.Fr2CGvWcgSyLcUi7]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.7OwZHalOdRCRnFmZ]</em></p>\n<p>You're unnaturally lucky and keep out of harm's way.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"DS95vr2zmTsjsMhU","image":{},"name":"Magic Domain","sort":5600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.bLI1JMpI2GXQT5AC], @UUID[Compendium.pf2e.deities.9n2CI0B3EA4y3BuU], @UUID[Compendium.pf2e.deities.jrPmEfubRDzMKbxl], @UUID[Compendium.pf2e.deities.9WD0hbUT0IbnuTiM], @UUID[Compendium.pf2e.deities.oiEo6tDP3gICHtfZ], @UUID[Compendium.pf2e.deities.Zw8nhcpRxinoYRSa], @UUID[Compendium.pf2e.deities.lSciGZGcbU9PJxQy], @UUID[Compendium.pf2e.deities.EFyDjlH7XjGq7Erd], @UUID[Compendium.pf2e.deities.5ZIvg8CkqRMepVcX], @UUID[Compendium.pf2e.deities.w66gCNiZ7dslqG8K], @UUID[Compendium.pf2e.deities.gsFaxWHbZmc1moY6], @UUID[Compendium.pf2e.deities.9EKyWmjLUu42evxC], @UUID[Compendium.pf2e.deities.RzTd9PmgnfHNlFVf], @UUID[Compendium.pf2e.deities.3nxIpMGeCvcBIVov], @UUID[Compendium.pf2e.deities.giAsBYiL2omr0x2L], @UUID[Compendium.pf2e.deities.xTD0XFaguBX6QQ2L], @UUID[Compendium.pf2e.deities.iJyhAFmHOLZBvWnJ], @UUID[Compendium.pf2e.deities.vnmoAGURp8oWCY6R], @UUID[Compendium.pf2e.deities.22n3N47sqbqbDxbp], @UUID[Compendium.pf2e.deities.9FWBJcADLEeP8Krf], @UUID[Compendium.pf2e.deities.ZynnoQJFz12FD0Xn], @UUID[Compendium.pf2e.deities.uYpxTi4byHc5w78R]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.u4FGIUQgruLjml7J]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.2SYq0ZTsOtJEigFx]</em></p>\n<p>You perform the unexpected and inexplicable.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"MOVMHZU1SfkhNN1K","image":{},"name":"Might Domain","sort":5800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.51kMMWaT6CqpGlGk], @UUID[Compendium.pf2e.deities.uXkMGx0OD896ZQlT], @UUID[Compendium.pf2e.deities.cHAbE86pto5bvIWo], @UUID[Compendium.pf2e.deities.RbslST0RZPXj6Eby], @UUID[Compendium.pf2e.deities.aChBtIDfA59QQ7SN], @UUID[Compendium.pf2e.deities.1fmTXGRPa8fLXZKL], @UUID[Compendium.pf2e.deities.aj4ChTlDcZCmrtJD], @UUID[Compendium.pf2e.deities.v67fHklTZ6LoU54q], @UUID[Compendium.pf2e.deities.oyp2E685VsQFKMXi], @UUID[Compendium.pf2e.deities.aVyxfqY9GBjTqQul], @UUID[Compendium.pf2e.deities.IXLzDSMGndFb5rGY], @UUID[Compendium.pf2e.deities.Zi1UARhode3FSFLr], @UUID[Compendium.pf2e.deities.WOiSJ4IWjaRsSgRO], @UUID[Compendium.pf2e.deities.RUzMtIQal0drPwQY], @UUID[Compendium.pf2e.deities.88vRw2ZVPax4hhga], @UUID[Compendium.pf2e.deities.McUqN13BGLTpYWCg], @UUID[Compendium.pf2e.deities.VvxEvEKhCGRwrMJp], @UUID[Compendium.pf2e.deities.eErEiVmBqltYXFJ6], @UUID[Compendium.pf2e.deities.qqqrbq4uCrelQvgH], @UUID[Compendium.pf2e.deities.aLCfEgt48SRUHnMC], @UUID[Compendium.pf2e.deities.iXvyp9rGnqvFfy4q], @UUID[Compendium.pf2e.deities.zhPhYge7VJbIlJvA], @UUID[Compendium.pf2e.deities.JcIf4uwKLxEWdplI], @UUID[Compendium.pf2e.deities.r5vooG7NfvA9prJK], @UUID[Compendium.pf2e.deities.aipkJQxP4GBsTaGq], @UUID[Compendium.pf2e.deities.g1VxllMjs2YRIJAm], @UUID[Compendium.pf2e.deities.o9tK1T28LNEVzpFV], @UUID[Compendium.pf2e.deities.u3YfcJh1C4w6n75j], @UUID[Compendium.pf2e.deities.0nQItOlce5ua6Eaf], @UUID[Compendium.pf2e.deities.TvxsVRztDlGcWpcI], @UUID[Compendium.pf2e.deities.BLNXYqvzmLgjMq2p], @UUID[Compendium.pf2e.deities.rDTXcBJ8LyqA2TkL], @UUID[Compendium.pf2e.deities.N8a76dkGfUvxvSW0], @UUID[Compendium.pf2e.deities.22n3N47sqbqbDxbp], @UUID[Compendium.pf2e.deities.tb0oADxOoMhyrYRA], @UUID[Compendium.pf2e.deities.4bEPoujxhYdUyUOg], @UUID[Compendium.pf2e.deities.8roijlQ03l9rWFFe]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.UGJzJRJDoonfWqqI]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.eG1fBodYwolaXK98]</em></p>\n<p>Your physical power is bolstered by divine strength.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Y3DFBCWiM9GBIlfl","image":{},"name":"Moon Domain","sort":6000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.DJ7LDFTtns6YFodT], @UUID[Compendium.pf2e.deities.oV5cnlPJQS8JfMIg], @UUID[Compendium.pf2e.deities.JgqH3BhuEuA4Zyqs], @UUID[Compendium.pf2e.deities.0BH54ZVR8NcrGlMu], @UUID[Compendium.pf2e.deities.rRuxBgC58PxrLzRv], @UUID[Compendium.pf2e.deities.wjXNXFWBLbJaeZQR], @UUID[Compendium.pf2e.deities.VG51y4FbTLdeGHZB], @UUID[Compendium.pf2e.deities.6nq25AjImkT5GxDT], @UUID[Compendium.pf2e.deities.aievwuZalZ2abs2q], @UUID[Compendium.pf2e.deities.aTYy1WHwAZiuei4h]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.SuBtUJiU6DbSJYIw]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.oXCwHBeDja4e0Mx0]</em></p>\n<p>You command powers associated with the moon.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"QzsUe3Rt3SifTQvb","image":{},"name":"Naga Domain","sort":6200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.1nQVLOyWv5kC0bCU]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.lXxP1ziyf4ozkpmv]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.CPNlhDQP3aDmLzB3]</em></p>\n<p>Like the serpentine nagas, you're in tune with cosmic forces that Ravithra once controlled.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"wBhgIgt47v9uspp3","image":{},"name":"Nature Domain","sort":6400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.cHAbE86pto5bvIWo], @UUID[Compendium.pf2e.deities.jrPmEfubRDzMKbxl], @UUID[Compendium.pf2e.deities.1fmTXGRPa8fLXZKL], @UUID[Compendium.pf2e.deities.oiEo6tDP3gICHtfZ], @UUID[Compendium.pf2e.deities.zRmAXj7FSlrMfDeA], @UUID[Compendium.pf2e.deities.EE8sNM4JraOPN669], @UUID[Compendium.pf2e.deities.yiKle2URZ43KYVKQ], @UUID[Compendium.pf2e.deities.gXHoxuuiAD54LnWV], @UUID[Compendium.pf2e.deities.M3eb94Nd6uXti2IK], @UUID[Compendium.pf2e.deities.Zw8nhcpRxinoYRSa], @UUID[Compendium.pf2e.deities.mm1j6UbHqFCI8fwB], @UUID[Compendium.pf2e.deities.3ffVxwgtvR1imHm8], @UUID[Compendium.pf2e.deities.swwwP7eVmlNuWTb7], @UUID[Compendium.pf2e.deities.McUqN13BGLTpYWCg], @UUID[Compendium.pf2e.deities.tcvobm8O84qv0aO5], @UUID[Compendium.pf2e.deities.K1tzUClsozKcdpIe], @UUID[Compendium.pf2e.deities.aLCfEgt48SRUHnMC], @UUID[Compendium.pf2e.deities.kiTcZxmKxGPCwDpg], @UUID[Compendium.pf2e.deities.wjXNXFWBLbJaeZQR], @UUID[Compendium.pf2e.deities.ItYptsfjV8XvfhOV], @UUID[Compendium.pf2e.deities.SCMlQDcoU1QcF3AS], @UUID[Compendium.pf2e.deities.hWTTS0e7J9hJfsp3], @UUID[Compendium.pf2e.deities.v1fsLP6nTkiy5ghB], @UUID[Compendium.pf2e.deities.E1dUhoSEf2XfklU2], @UUID[Compendium.pf2e.deities.8Oy4qHylOOp79JxD], @UUID[Compendium.pf2e.deities.nuvfUC4TcOvFbKxx], @UUID[Compendium.pf2e.deities.woDEgBs1MznhzpJ4], @UUID[Compendium.pf2e.deities.xTD0XFaguBX6QQ2L], @UUID[Compendium.pf2e.deities.fTs56epghXwclPcX], @UUID[Compendium.pf2e.deities.BLNXYqvzmLgjMq2p], @UUID[Compendium.pf2e.deities.DFxbPmQLOqcmbPTz], @UUID[Compendium.pf2e.deities.pVQzTL5elNTxvffu], @UUID[Compendium.pf2e.deities.ENzMYuzBZGIujSMx], @UUID[Compendium.pf2e.deities.mebdNVKeKuTmDDHj], @UUID[Compendium.pf2e.deities.YXmeBdOZfWgUljW1], @UUID[Compendium.pf2e.deities.8roijlQ03l9rWFFe]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.nnSipUPNd3sm5vYL]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.vSSKyUdrHu86E5Gk]</em></p>\n<p>You hold power over animals and plants.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"R20JXF43vU5RQyUj","image":{},"name":"Nightmares Domain","sort":6600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.sILda7I8Ak20Ioj9], @UUID[Compendium.pf2e.deities.yiKle2URZ43KYVKQ], @UUID[Compendium.pf2e.deities.WloVxo6HXJdS4YTt], @UUID[Compendium.pf2e.deities.zlJGKpeLBwajP91o], @UUID[Compendium.pf2e.deities.bF77ydtptI54STl9], @UUID[Compendium.pf2e.deities.kiTcZxmKxGPCwDpg], @UUID[Compendium.pf2e.deities.14GLsVobnZTEmJrs], @UUID[Compendium.pf2e.deities.aipkJQxP4GBsTaGq], @UUID[Compendium.pf2e.deities.iKgERiIc8rt3fatf], @UUID[Compendium.pf2e.deities.3nxIpMGeCvcBIVov], @UUID[Compendium.pf2e.deities.BrbXGyzCeORNyJT5], @UUID[Compendium.pf2e.deities.ENzMYuzBZGIujSMx], @UUID[Compendium.pf2e.deities.9eltBjLngkR9x1Xm], @UUID[Compendium.pf2e.deities.8ZSywyo8YQPduo92]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.DU5daB09xwfE1y38]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.skvgOWNTitLehL0b]</em></p>\n<p>You fill minds with horror and dread.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"FtW1gtbHgO0KofPl","image":{},"name":"Pain Domain","sort":6800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.HtRxo4J3elFteIqu], @UUID[Compendium.pf2e.deities.AlL9GtlTldbqNoVm], @UUID[Compendium.pf2e.deities.AMFkYKUNQ3kCD0ob], @UUID[Compendium.pf2e.deities.zlJGKpeLBwajP91o], @UUID[Compendium.pf2e.deities.hhV2g6aU8jKLEca1], @UUID[Compendium.pf2e.deities.zzhYFcShT9JoE2Mp], @UUID[Compendium.pf2e.deities.BrbXGyzCeORNyJT5], @UUID[Compendium.pf2e.deities.fTs56epghXwclPcX], @UUID[Compendium.pf2e.deities.y93whGnGZjFyw5A0], @UUID[Compendium.pf2e.deities.83jKKHQPoqVylmrF], @UUID[Compendium.pf2e.deities.ZfN7jkK6boU1FuiS]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.xn0V2HDrmDWNzPEt]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.SSsUC7rZo0CwayPn]</em></p>\n<p>You punish those who displease you with the sharp sting of pain.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ajCEExOaxuB4C1tY","image":{},"name":"Passion Domain","sort":7000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.uydTiyN5AzhBnQY8], @UUID[Compendium.pf2e.deities.KDFujU3Yug6AwCOz], @UUID[Compendium.pf2e.deities.zRmAXj7FSlrMfDeA], @UUID[Compendium.pf2e.deities.remyY1BwhEVmBwya], @UUID[Compendium.pf2e.deities.HD7g8T8ioy1EH3M8], @UUID[Compendium.pf2e.deities.AlL9GtlTldbqNoVm], @UUID[Compendium.pf2e.deities.EE8sNM4JraOPN669], @UUID[Compendium.pf2e.deities.TpAMy8tb5LrRgvqN], @UUID[Compendium.pf2e.deities.EFyDjlH7XjGq7Erd], @UUID[Compendium.pf2e.deities.AIcDyoff265z9285], @UUID[Compendium.pf2e.deities.lUFMwdv1UOyzFhIM], @UUID[Compendium.pf2e.deities.QibpLccM5bLUMopj], @UUID[Compendium.pf2e.deities.pm8H2DbtrHM01KNV], @UUID[Compendium.pf2e.deities.gsFaxWHbZmc1moY6], @UUID[Compendium.pf2e.deities.gxwmzxUWBOhdgFSN], @UUID[Compendium.pf2e.deities.pVQzTL5elNTxvffu], @UUID[Compendium.pf2e.deities.nuqIimigyt986WLE], @UUID[Compendium.pf2e.deities.0R2BjVb7d9tYCIbk]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.ut9IhJ9jSZSHDUop]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.jJphHQlENHFlSElH]</em></p>\n<p>You evoke passion, whether as love or lust.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Czi3XXuNOSE7ISpd","image":{},"name":"Perfection Domain","sort":7200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.KDFujU3Yug6AwCOz], @UUID[Compendium.pf2e.deities.1fmTXGRPa8fLXZKL], @UUID[Compendium.pf2e.deities.soiVh53y9RAeSLEk], @UUID[Compendium.pf2e.deities.tcvobm8O84qv0aO5], @UUID[Compendium.pf2e.deities.qqqrbq4uCrelQvgH], @UUID[Compendium.pf2e.deities.v1fsLP6nTkiy5ghB], @UUID[Compendium.pf2e.deities.65o189p2eUPbqaDK], @UUID[Compendium.pf2e.deities.JgDqFUB1NtQkGmzp], @UUID[Compendium.pf2e.deities.WO9UsCY41oTtC2G0], @UUID[Compendium.pf2e.deities.o9tK1T28LNEVzpFV], @UUID[Compendium.pf2e.deities.ra7mnjAZcEuJxI37], @UUID[Compendium.pf2e.deities.s9opv94lGDRKnw6W], @UUID[Compendium.pf2e.deities.JndhOIHnQoMwnsw3]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.cDFAQN7Z3es07WSA]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.8ifpNZkaxrbs3dBJ]</em></p>\n<p>You strive to perfect your mind, body, and spirit.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"hGoWOjdsUz16oJUm","image":{},"name":"Plague Domain","sort":7400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.oJPwMa9xG8oMnC14], @UUID[Compendium.pf2e.deities.gXHoxuuiAD54LnWV], @UUID[Compendium.pf2e.deities.oRvuLq3o2FxXizt9], @UUID[Compendium.pf2e.deities.r6SFB1PzKsagDXff]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.NkeLctXo9FLGnDhi]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.6nTBr5XNuKOuPM5m]</em></p>\n<p>You wield disease and pestilence like a weapon.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Dx47K8wpx8KZUa9S","image":{},"name":"Protection Domain","sort":7600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.gutbzYTZvRTnq4on], @UUID[Compendium.pf2e.deities.9n2CI0B3EA4y3BuU], @UUID[Compendium.pf2e.deities.CDkr6eXR1lgu7g6A], @UUID[Compendium.pf2e.deities.Xb1N5YfxboJH26Jh], @UUID[Compendium.pf2e.deities.5YUNikBpJZ596MRD], @UUID[Compendium.pf2e.deities.o8ayCv3LAHWlu0vQ], @UUID[Compendium.pf2e.deities.HtRxo4J3elFteIqu], @UUID[Compendium.pf2e.deities.jrPmEfubRDzMKbxl], @UUID[Compendium.pf2e.deities.RbslST0RZPXj6Eby], @UUID[Compendium.pf2e.deities.R0DvoLO8WbYIYhb3], @UUID[Compendium.pf2e.deities.1fmTXGRPa8fLXZKL], @UUID[Compendium.pf2e.deities.zRmAXj7FSlrMfDeA], @UUID[Compendium.pf2e.deities.eyGEoggFlTEUQmvJ], @UUID[Compendium.pf2e.deities.6mgCX7lvKtaEYoa9], @UUID[Compendium.pf2e.deities.VEyowuhC4FsBnG8c], @UUID[Compendium.pf2e.deities.McUqN13BGLTpYWCg], @UUID[Compendium.pf2e.deities.tk7gRxXsqvBwQrUF], @UUID[Compendium.pf2e.deities.rRuxBgC58PxrLzRv], @UUID[Compendium.pf2e.deities.bF77ydtptI54STl9], @UUID[Compendium.pf2e.deities.iXvyp9rGnqvFfy4q], @UUID[Compendium.pf2e.deities.5ZIvg8CkqRMepVcX], @UUID[Compendium.pf2e.deities.QibpLccM5bLUMopj], @UUID[Compendium.pf2e.deities.ArmPZQrl0SFAKvrY], @UUID[Compendium.pf2e.deities.9EKyWmjLUu42evxC], @UUID[Compendium.pf2e.deities.giAsBYiL2omr0x2L], @UUID[Compendium.pf2e.deities.xTD0XFaguBX6QQ2L], @UUID[Compendium.pf2e.deities.gxwmzxUWBOhdgFSN], @UUID[Compendium.pf2e.deities.TvxsVRztDlGcWpcI], @UUID[Compendium.pf2e.deities.vnmoAGURp8oWCY6R], @UUID[Compendium.pf2e.deities.JndhOIHnQoMwnsw3], @UUID[Compendium.pf2e.deities.6nq25AjImkT5GxDT], @UUID[Compendium.pf2e.deities.sZrdzh0ANQnZGXJb], @UUID[Compendium.pf2e.deities.N8a76dkGfUvxvSW0], @UUID[Compendium.pf2e.deities.GUmYLD7PGmE2TOx6], @UUID[Compendium.pf2e.deities.ZynnoQJFz12FD0Xn], @UUID[Compendium.pf2e.deities.8wOAwLMgB1HFLo9n]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.rQYob0QMJ0I1U2sU]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.DH9Y3RQGWO0GzXGU]</em></p>\n<p>You ward yourself and others.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"CbsAiY68e8n5vVVN","image":{},"name":"Repose Domain","sort":7800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.gutbzYTZvRTnq4on], @UUID[Compendium.pf2e.deities.DJ7LDFTtns6YFodT], @UUID[Compendium.pf2e.deities.RbslST0RZPXj6Eby], @UUID[Compendium.pf2e.deities.AMFkYKUNQ3kCD0ob], @UUID[Compendium.pf2e.deities.VEyowuhC4FsBnG8c], @UUID[Compendium.pf2e.deities.xu05XGotyT5st56H], @UUID[Compendium.pf2e.deities.QibpLccM5bLUMopj], @UUID[Compendium.pf2e.deities.BNycwu3I21dTh4D9], @UUID[Compendium.pf2e.deities.gxwmzxUWBOhdgFSN], @UUID[Compendium.pf2e.deities.HbuynQRCjGKtbhcC], @UUID[Compendium.pf2e.deities.aTYy1WHwAZiuei4h]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.cJq5NarY0eOZN74A]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.yY1H5zhO5dHmD8lz]</em></p>\n<p>You ease mental burdens.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"S1gyomjojgtCdxc3","image":{},"name":"Secrecy Domain","sort":8000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.aChBtIDfA59QQ7SN], @UUID[Compendium.pf2e.deities.aj4ChTlDcZCmrtJD], @UUID[Compendium.pf2e.deities.c9NFjRR8gr6CWpjl], @UUID[Compendium.pf2e.deities.AlL9GtlTldbqNoVm], @UUID[Compendium.pf2e.deities.dcbf3pBSNa2q1Kkq], @UUID[Compendium.pf2e.deities.Dm8qlzpUj7g82QFv], @UUID[Compendium.pf2e.deities.WvoMr86bSSYxXKtI], @UUID[Compendium.pf2e.deities.kiTcZxmKxGPCwDpg], @UUID[Compendium.pf2e.deities.wjXNXFWBLbJaeZQR], @UUID[Compendium.pf2e.deities.KWVdoAm3b01M8Lcp], @UUID[Compendium.pf2e.deities.RzTd9PmgnfHNlFVf], @UUID[Compendium.pf2e.deities.GX6PF9ifR47Xyjg9], @UUID[Compendium.pf2e.deities.WO9UsCY41oTtC2G0], @UUID[Compendium.pf2e.deities.iJyhAFmHOLZBvWnJ]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.k43PIYwuQqjeJ3S3]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.OsrtOeG0TvDNnEFH]</em></p>\n<p>You protect secrets and keep them hidden.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"5TqEbLR9QT3gJGe3","image":{},"name":"Sorrow Domain","sort":8200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.CDkr6eXR1lgu7g6A], @UUID[Compendium.pf2e.deities.HtRxo4J3elFteIqu], @UUID[Compendium.pf2e.deities.vSUz97Y29l1O50bC], @UUID[Compendium.pf2e.deities.AMFkYKUNQ3kCD0ob], @UUID[Compendium.pf2e.deities.lUFMwdv1UOyzFhIM], @UUID[Compendium.pf2e.deities.pm8H2DbtrHM01KNV], @UUID[Compendium.pf2e.deities.hhV2g6aU8jKLEca1], @UUID[Compendium.pf2e.deities.Vzxm5FyIA40b2OSP], @UUID[Compendium.pf2e.deities.1nQVLOyWv5kC0bCU], @UUID[Compendium.pf2e.deities.s9opv94lGDRKnw6W], @UUID[Compendium.pf2e.deities.BrbXGyzCeORNyJT5], @UUID[Compendium.pf2e.deities.HbuynQRCjGKtbhcC], @UUID[Compendium.pf2e.deities.y93whGnGZjFyw5A0], @UUID[Compendium.pf2e.deities.LLMTMgARSTlO7S9U]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.T90ij2uu6ZaBaSXV]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.eCniO6INHNfc9Svr]</em></p>\n<p>You have a painful connection to melancholy and sadness.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"rtobUemb6vF2Yu3Y","image":{},"name":"Soul Domain","sort":8400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.uXkMGx0OD896ZQlT], @UUID[Compendium.pf2e.deities.5YUNikBpJZ596MRD], @UUID[Compendium.pf2e.deities.DJ7LDFTtns6YFodT], @UUID[Compendium.pf2e.deities.tcXrtRYCOr2EmgGB], @UUID[Compendium.pf2e.deities.ub0PJ5QkrdoGzzb2], @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], @UUID[Compendium.pf2e.deities.1nQVLOyWv5kC0bCU], @UUID[Compendium.pf2e.deities.aTYy1WHwAZiuei4h], @UUID[Compendium.pf2e.deities.LLMTMgARSTlO7S9U]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.rVhHaWqUsVUO4GuY]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.QE9f3OxvvBThymD4]</em></p>\n<p>You wield power over the spiritual.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"6bDpXy7pQdGrd2og","image":{},"name":"Star Domain","sort":8600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.c9NFjRR8gr6CWpjl], @UUID[Compendium.pf2e.deities.oV5cnlPJQS8JfMIg], @UUID[Compendium.pf2e.deities.JgqH3BhuEuA4Zyqs], @UUID[Compendium.pf2e.deities.0BH54ZVR8NcrGlMu], @UUID[Compendium.pf2e.deities.ub0PJ5QkrdoGzzb2], @UUID[Compendium.pf2e.deities.ArmPZQrl0SFAKvrY], @UUID[Compendium.pf2e.deities.Vzxm5FyIA40b2OSP], @UUID[Compendium.pf2e.deities.VG51y4FbTLdeGHZB]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.Yrek2Yd4k3DPC2zV]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.KG7amdeXWc7MjGXe]</em></p>\n<p>You command the power of the stars.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"CkBvj5y1lAm1jnsc","image":{},"name":"Sun Domain","sort":8800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.R0DvoLO8WbYIYhb3], @UUID[Compendium.pf2e.deities.OlVCyRgOaPJji4qt], @UUID[Compendium.pf2e.deities.TpAMy8tb5LrRgvqN], @UUID[Compendium.pf2e.deities.rRuxBgC58PxrLzRv], @UUID[Compendium.pf2e.deities.aLCfEgt48SRUHnMC], @UUID[Compendium.pf2e.deities.ub0PJ5QkrdoGzzb2], @UUID[Compendium.pf2e.deities.SAuFz101iP6VVwvw], @UUID[Compendium.pf2e.deities.woDEgBs1MznhzpJ4], @UUID[Compendium.pf2e.deities.BNycwu3I21dTh4D9], @UUID[Compendium.pf2e.deities.s9opv94lGDRKnw6W], @UUID[Compendium.pf2e.deities.97Qe42wJN5EVUS14], @UUID[Compendium.pf2e.deities.VG51y4FbTLdeGHZB], @UUID[Compendium.pf2e.deities.6nq25AjImkT5GxDT], @UUID[Compendium.pf2e.deities.0R2BjVb7d9tYCIbk], @UUID[Compendium.pf2e.deities.g1AVEGi8QibhS007]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.zul5cBTfr7NXHBZf]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.8XuNn0h0rHE24m3B]</em></p>\n<p>You harness the power of the sun and other light sources, and punish undead.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"rd0jQwvTK4jpv95o","image":{},"name":"Swarm Domain","sort":9000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.oJPwMa9xG8oMnC14], @UUID[Compendium.pf2e.deities.oRvuLq3o2FxXizt9], @UUID[Compendium.pf2e.deities.K1tzUClsozKcdpIe], @UUID[Compendium.pf2e.deities.ItYptsfjV8XvfhOV], @UUID[Compendium.pf2e.deities.MbJ93Nw39h2cBYi5], @UUID[Compendium.pf2e.deities.IZcdF1G8ZsnMotaM], @UUID[Compendium.pf2e.deities.Bhxji0kxIbMKqdkw], @UUID[Compendium.pf2e.deities.22n3N47sqbqbDxbp]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.5wjl0ZwEvvUh7sor]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.Pd2M1XY8EXrSfWgJ]</em></p>\n<p>You exert control over masses of creatures.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"3P0NWwP3s7bIiidH","image":{},"name":"Time Domain","sort":9200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.9n2CI0B3EA4y3BuU], @UUID[Compendium.pf2e.deities.vEMCpm7iidycRT5D], @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], @UUID[Compendium.pf2e.deities.WO9UsCY41oTtC2G0], @UUID[Compendium.pf2e.deities.woDEgBs1MznhzpJ4], @UUID[Compendium.pf2e.deities.3INt1X4ijBYnZYbU], @UUID[Compendium.pf2e.deities.SUaGdvQXxSAQAw03]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.3wmX7htzOXiHLdAn]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.cOwSsSXRsBaXUvlr]</em></p>\n<p>You reign over the flow of time.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"EQfZepZX6rxxBRqG","image":{},"name":"Toil Domain","sort":9400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.OlVCyRgOaPJji4qt], @UUID[Compendium.pf2e.deities.39z55kowQFOUH2v0], @UUID[Compendium.pf2e.deities.w66gCNiZ7dslqG8K], @UUID[Compendium.pf2e.deities.sNjPI1iaS8Z43YJf], @UUID[Compendium.pf2e.deities.1NxkZf6ndijKeufX], @UUID[Compendium.pf2e.deities.VG51y4FbTLdeGHZB]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.HOj2YsTpkoMpYJH9]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.gzvRDpM6EvcfYHeu]</em></p>\n<p>You work constantly and refuse to let anything stand in your way.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"bTujFcUut9RX4GCy","image":{},"name":"Travel Domain","sort":9600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.d56paSkcwvll2OhR], @UUID[Compendium.pf2e.deities.o8ayCv3LAHWlu0vQ], @UUID[Compendium.pf2e.deities.oiEo6tDP3gICHtfZ], @UUID[Compendium.pf2e.deities.vSUz97Y29l1O50bC], @UUID[Compendium.pf2e.deities.JgqH3BhuEuA4Zyqs], @UUID[Compendium.pf2e.deities.oyp2E685VsQFKMXi], @UUID[Compendium.pf2e.deities.swwwP7eVmlNuWTb7], @UUID[Compendium.pf2e.deities.tcvobm8O84qv0aO5], @UUID[Compendium.pf2e.deities.QlDnoOwf0PppymTn], @UUID[Compendium.pf2e.deities.DEKKbg6riAdL2ARf], @UUID[Compendium.pf2e.deities.bF77ydtptI54STl9], @UUID[Compendium.pf2e.deities.14GLsVobnZTEmJrs], @UUID[Compendium.pf2e.deities.AIcDyoff265z9285], @UUID[Compendium.pf2e.deities.hWTTS0e7J9hJfsp3], @UUID[Compendium.pf2e.deities.RzTd9PmgnfHNlFVf], @UUID[Compendium.pf2e.deities.jL1qiVOZBKXETtVD], @UUID[Compendium.pf2e.deities.Ij1KRM8ufkEjGnR3], @UUID[Compendium.pf2e.deities.VG51y4FbTLdeGHZB], @UUID[Compendium.pf2e.deities.6nq25AjImkT5GxDT], @UUID[Compendium.pf2e.deities.GUmYLD7PGmE2TOx6], @UUID[Compendium.pf2e.deities.YXmeBdOZfWgUljW1], @UUID[Compendium.pf2e.deities.SUaGdvQXxSAQAw03]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.cOjlzWerBwbPWVkX]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.LrhTFHUtSS9ahogL]</em></p>\n<p>You have power over movement and journeys.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"xJtbGqoz3BcCjUik","image":{},"name":"Trickery Domain","sort":9800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.51kMMWaT6CqpGlGk], @UUID[Compendium.pf2e.deities.pCtJONJlhAugUXaG], @UUID[Compendium.pf2e.deities.QRkcFciCOmFoxF1B], @UUID[Compendium.pf2e.deities.9WD0hbUT0IbnuTiM], @UUID[Compendium.pf2e.deities.zRmAXj7FSlrMfDeA], @UUID[Compendium.pf2e.deities.remyY1BwhEVmBwya], @UUID[Compendium.pf2e.deities.wkDOeK7ENz1ra8IC], @UUID[Compendium.pf2e.deities.AlL9GtlTldbqNoVm], @UUID[Compendium.pf2e.deities.4GO4iT585ynLJnc8], @UUID[Compendium.pf2e.deities.dcbf3pBSNa2q1Kkq], @UUID[Compendium.pf2e.deities.39z55kowQFOUH2v0], @UUID[Compendium.pf2e.deities.Dm8qlzpUj7g82QFv], @UUID[Compendium.pf2e.deities.fuPTR1laXO6EionS], @UUID[Compendium.pf2e.deities.ItYptsfjV8XvfhOV], @UUID[Compendium.pf2e.deities.aipkJQxP4GBsTaGq], @UUID[Compendium.pf2e.deities.MbJ93Nw39h2cBYi5], @UUID[Compendium.pf2e.deities.Af4TSJjutVi9Vdwi], @UUID[Compendium.pf2e.deities.Mv6uTJLh3VGEoGLH], @UUID[Compendium.pf2e.deities.GX6PF9ifR47Xyjg9], @UUID[Compendium.pf2e.deities.iKgERiIc8rt3fatf], @UUID[Compendium.pf2e.deities.3nxIpMGeCvcBIVov], @UUID[Compendium.pf2e.deities.IZcdF1G8ZsnMotaM], @UUID[Compendium.pf2e.deities.zzhYFcShT9JoE2Mp], @UUID[Compendium.pf2e.deities.BrbXGyzCeORNyJT5], @UUID[Compendium.pf2e.deities.iJyhAFmHOLZBvWnJ], @UUID[Compendium.pf2e.deities.BLNXYqvzmLgjMq2p], @UUID[Compendium.pf2e.deities.PFp4Sdp2TDDKD62l], @UUID[Compendium.pf2e.deities.nuqIimigyt986WLE], @UUID[Compendium.pf2e.deities.83jKKHQPoqVylmrF], @UUID[Compendium.pf2e.deities.iEt6idGIEPXY2HzV]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.P9bqJsF3WkxGAJKJ]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.ZhLYJlOZzUB1OKoe]</em></p>\n<p>You deceive others and cause mischief.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"lgsJz7mZ1OTe340e","image":{},"name":"Truth Domain","sort":10000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.H1VrZ1QX0d2aPXT8], @UUID[Compendium.pf2e.deities.Dm8qlzpUj7g82QFv], @UUID[Compendium.pf2e.deities.xxUGdZYUj5IW7E0L], @UUID[Compendium.pf2e.deities.WOiSJ4IWjaRsSgRO], @UUID[Compendium.pf2e.deities.tcvobm8O84qv0aO5], @UUID[Compendium.pf2e.deities.eErEiVmBqltYXFJ6], @UUID[Compendium.pf2e.deities.qqqrbq4uCrelQvgH], @UUID[Compendium.pf2e.deities.zhPhYge7VJbIlJvA], @UUID[Compendium.pf2e.deities.r5vooG7NfvA9prJK], @UUID[Compendium.pf2e.deities.ArmPZQrl0SFAKvrY], @UUID[Compendium.pf2e.deities.iMRXc519Uepf8yH3], @UUID[Compendium.pf2e.deities.Af4TSJjutVi9Vdwi], @UUID[Compendium.pf2e.deities.W4QGkdn9V5ACRpkh], @UUID[Compendium.pf2e.deities.WO9UsCY41oTtC2G0], @UUID[Compendium.pf2e.deities.1nQVLOyWv5kC0bCU], @UUID[Compendium.pf2e.deities.BNycwu3I21dTh4D9], @UUID[Compendium.pf2e.deities.SCGdJmm7Wzle9jFP]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.aF7RiG7c8GzSQLYt]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.ZjbVgIIqMstmdkqP]</em></p>\n<p>You pierce lies and discover the truth.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"T0JHj79aGphlZ4Mt","image":{},"name":"Tyranny Domain","sort":10200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.cHAbE86pto5bvIWo], @UUID[Compendium.pf2e.deities.QRkcFciCOmFoxF1B], @UUID[Compendium.pf2e.deities.oiEo6tDP3gICHtfZ], @UUID[Compendium.pf2e.deities.CzHjFLx4hpIEIoWt], @UUID[Compendium.pf2e.deities.39z55kowQFOUH2v0], @UUID[Compendium.pf2e.deities.RUzMtIQal0drPwQY], @UUID[Compendium.pf2e.deities.KWVdoAm3b01M8Lcp], @UUID[Compendium.pf2e.deities.IZcdF1G8ZsnMotaM], @UUID[Compendium.pf2e.deities.JndhOIHnQoMwnsw3], @UUID[Compendium.pf2e.deities.ENzMYuzBZGIujSMx], @UUID[Compendium.pf2e.deities.g1AVEGi8QibhS007]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.MmQiEc7aM9PDLO2J]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.4DaHIgtMBTyxebY3]</em></p>\n<p>You wield power to rule and enslave others.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"RIlgBuWGfHC1rzYu","image":{},"name":"Undeath Domain","sort":10400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.6O4UGWcYERDEugzk], @UUID[Compendium.pf2e.deities.V5PbbkZUP9N7kl6h], @UUID[Compendium.pf2e.deities.Af4TSJjutVi9Vdwi], @UUID[Compendium.pf2e.deities.8Oy4qHylOOp79JxD], @UUID[Compendium.pf2e.deities.22n3N47sqbqbDxbp], @UUID[Compendium.pf2e.deities.8ZSywyo8YQPduo92], @UUID[Compendium.pf2e.deities.LLMTMgARSTlO7S9U]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.GYI4xloAgkm6tTrT]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.qzsQmpiQodHBBWYI]</em></p>\n<p>Your magic carries close ties to the undead.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"StXN6IHR6evRaeXF","image":{},"name":"Vigil Domain","sort":10600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.5YUNikBpJZ596MRD], @UUID[Compendium.pf2e.deities.UUcAqU3KeJSMNxGF], @UUID[Compendium.pf2e.deities.OlVCyRgOaPJji4qt], @UUID[Compendium.pf2e.deities.H1VrZ1QX0d2aPXT8], @UUID[Compendium.pf2e.deities.oyp2E685VsQFKMXi], @UUID[Compendium.pf2e.deities.qqqrbq4uCrelQvgH], @UUID[Compendium.pf2e.deities.V5PbbkZUP9N7kl6h], @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], @UUID[Compendium.pf2e.deities.XYJupIPx0GW4s7eu], @UUID[Compendium.pf2e.deities.s9opv94lGDRKnw6W], @UUID[Compendium.pf2e.deities.HbuynQRCjGKtbhcC], @UUID[Compendium.pf2e.deities.0R2BjVb7d9tYCIbk], @UUID[Compendium.pf2e.deities.8wOAwLMgB1HFLo9n]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.RztmhJrLLQWoGVdB]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.nrW6lGV4xDMqLS3P]</em></p>\n<p>You watch over those long passed and guard their secrets.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"xLxrtbsj4acqgsyC","image":{},"name":"Void Domain","sort":10800000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.sILda7I8Ak20Ioj9], @UUID[Compendium.pf2e.deities.c9NFjRR8gr6CWpjl], @UUID[Compendium.pf2e.deities.oV5cnlPJQS8JfMIg], @UUID[Compendium.pf2e.deities.JgqH3BhuEuA4Zyqs], @UUID[Compendium.pf2e.deities.WloVxo6HXJdS4YTt], @UUID[Compendium.pf2e.deities.WvoMr86bSSYxXKtI], @UUID[Compendium.pf2e.deities.s81N9hxffmRuy3ik], @UUID[Compendium.pf2e.deities.W4QGkdn9V5ACRpkh], @UUID[Compendium.pf2e.deities.8Oy4qHylOOp79JxD], @UUID[Compendium.pf2e.deities.Bhxji0kxIbMKqdkw], @UUID[Compendium.pf2e.deities.VG51y4FbTLdeGHZB], @UUID[Compendium.pf2e.deities.SUaGdvQXxSAQAw03], @UUID[Compendium.pf2e.deities.ZfN7jkK6boU1FuiS]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.0cF9HvHzzWSbCFBP]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.iMmexY6ZosLS4I5R]</em></p>\n<p>You draw power from emptiness.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"U8WVR6EDfmUaMCbu","image":{},"name":"Water Domain","sort":11000000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.wkDOeK7ENz1ra8IC], @UUID[Compendium.pf2e.deities.tcXrtRYCOr2EmgGB], @UUID[Compendium.pf2e.deities.AHX89nhuVhmg8k6w], @UUID[Compendium.pf2e.deities.XHDlP7o1jNz9851v], @UUID[Compendium.pf2e.deities.WOiSJ4IWjaRsSgRO], @UUID[Compendium.pf2e.deities.RUzMtIQal0drPwQY], @UUID[Compendium.pf2e.deities.swwwP7eVmlNuWTb7], @UUID[Compendium.pf2e.deities.QlDnoOwf0PppymTn], @UUID[Compendium.pf2e.deities.DEKKbg6riAdL2ARf], @UUID[Compendium.pf2e.deities.14GLsVobnZTEmJrs], @UUID[Compendium.pf2e.deities.r6SFB1PzKsagDXff], @UUID[Compendium.pf2e.deities.SCMlQDcoU1QcF3AS], @UUID[Compendium.pf2e.deities.hWTTS0e7J9hJfsp3], @UUID[Compendium.pf2e.deities.pm8H2DbtrHM01KNV], @UUID[Compendium.pf2e.deities.XYJupIPx0GW4s7eu], @UUID[Compendium.pf2e.deities.TvxsVRztDlGcWpcI], @UUID[Compendium.pf2e.deities.GUmYLD7PGmE2TOx6], @UUID[Compendium.pf2e.deities.YXmeBdOZfWgUljW1]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.iAnpxrLaBU4V6Sej]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.K4LXpaBWrGy6jIER]</em></p>\n<p>You control water and bodies of water.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"mJBp4KIszuqrmnp5","image":{},"name":"Wealth Domain","sort":11200000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.d56paSkcwvll2OhR], @UUID[Compendium.pf2e.deities.wkDOeK7ENz1ra8IC], @UUID[Compendium.pf2e.deities.6mgCX7lvKtaEYoa9], @UUID[Compendium.pf2e.deities.mm1j6UbHqFCI8fwB], @UUID[Compendium.pf2e.deities.IXLzDSMGndFb5rGY], @UUID[Compendium.pf2e.deities.QlDnoOwf0PppymTn], @UUID[Compendium.pf2e.deities.WvoMr86bSSYxXKtI], @UUID[Compendium.pf2e.deities.AIcDyoff265z9285], @UUID[Compendium.pf2e.deities.sNjPI1iaS8Z43YJf], @UUID[Compendium.pf2e.deities.Mv6uTJLh3VGEoGLH], @UUID[Compendium.pf2e.deities.GX6PF9ifR47Xyjg9], @UUID[Compendium.pf2e.deities.u3YfcJh1C4w6n75j], @UUID[Compendium.pf2e.deities.1NxkZf6ndijKeufX], @UUID[Compendium.pf2e.deities.PFp4Sdp2TDDKD62l]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.ZeftDoh0nFAXBAWY]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.APTMURAW1N0Wpk4w]</em></p>\n<p>You hold power over wealth, trade, and treasure.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"nuywscaiVGXLQpZ1","image":{},"name":"Wyrmkin Domain","sort":11400000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.bLI1JMpI2GXQT5AC], @UUID[Compendium.pf2e.deities.o8ayCv3LAHWlu0vQ], @UUID[Compendium.pf2e.deities.uydTiyN5AzhBnQY8], @UUID[Compendium.pf2e.deities.Bzfc5mIUfMxOnQWu], @UUID[Compendium.pf2e.deities.WOiSJ4IWjaRsSgRO], @UUID[Compendium.pf2e.deities.kiTcZxmKxGPCwDpg], @UUID[Compendium.pf2e.deities.gsFaxWHbZmc1moY6], @UUID[Compendium.pf2e.deities.XYJupIPx0GW4s7eu], @UUID[Compendium.pf2e.deities.TvxsVRztDlGcWpcI], @UUID[Compendium.pf2e.deities.w4fDrwL8VIqJDPfR], @UUID[Compendium.pf2e.deities.8roijlQ03l9rWFFe]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.S6Kkk15MWGqzC00a]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.FSu6ZKxr3xdS75wq]</em></p>\n<p>You draw on the power of dragons, linnorms, and other powerful reptilian creatures.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"DI3MYGIK8iEycanU","image":{},"name":"Zeal Domain","sort":11600000,"src":null,"system":{},"text":{"content":"<p><strong>Deities</strong> @UUID[Compendium.pf2e.deities.51kMMWaT6CqpGlGk], @UUID[Compendium.pf2e.deities.Xb1N5YfxboJH26Jh], @UUID[Compendium.pf2e.deities.aj4ChTlDcZCmrtJD], @UUID[Compendium.pf2e.deities.remyY1BwhEVmBwya], @UUID[Compendium.pf2e.deities.EE8sNM4JraOPN669], @UUID[Compendium.pf2e.deities.4GO4iT585ynLJnc8], @UUID[Compendium.pf2e.deities.OlVCyRgOaPJji4qt], @UUID[Compendium.pf2e.deities.AHX89nhuVhmg8k6w], @UUID[Compendium.pf2e.deities.Bzfc5mIUfMxOnQWu], @UUID[Compendium.pf2e.deities.XHDlP7o1jNz9851v], @UUID[Compendium.pf2e.deities.aVyxfqY9GBjTqQul], @UUID[Compendium.pf2e.deities.Zi1UARhode3FSFLr], @UUID[Compendium.pf2e.deities.88vRw2ZVPax4hhga], @UUID[Compendium.pf2e.deities.zlJGKpeLBwajP91o], @UUID[Compendium.pf2e.deities.eErEiVmBqltYXFJ6], @UUID[Compendium.pf2e.deities.JcIf4uwKLxEWdplI], @UUID[Compendium.pf2e.deities.r5vooG7NfvA9prJK], @UUID[Compendium.pf2e.deities.CnDEoo6WruQCXo1o], @UUID[Compendium.pf2e.deities.ub0PJ5QkrdoGzzb2], @UUID[Compendium.pf2e.deities.fTJLgTfEMZreJ19r], @UUID[Compendium.pf2e.deities.GEBaoeiv5CB9h2Bn], @UUID[Compendium.pf2e.deities.Bhxji0kxIbMKqdkw], @UUID[Compendium.pf2e.deities.DFxbPmQLOqcmbPTz], @UUID[Compendium.pf2e.deities.JndhOIHnQoMwnsw3], @UUID[Compendium.pf2e.deities.0R2BjVb7d9tYCIbk], @UUID[Compendium.pf2e.deities.y93whGnGZjFyw5A0], @UUID[Compendium.pf2e.deities.GUmYLD7PGmE2TOx6], @UUID[Compendium.pf2e.deities.4bEPoujxhYdUyUOg], @UUID[Compendium.pf2e.deities.7L9KIqixgseSCY3X]</p>\n<p><strong>Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.W37iBXLsY2trJ1rS]</em>; <strong>Advanced Domain Spell</strong> <em>@UUID[Compendium.pf2e.spells-srd.I8CPe9Pp7GABqOyB]</em></p>\n<p>Your inner fire increases your combat prowess.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}}],"flags":{"core":{"sourceId":"Compendium.pf2e.journals.EEZvDB1Z7ezwaxIr"}}}
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{"_id":"S55aqwWIzpQRFhcq","name":"GM Screen","ownership":{"default":0},"pages":[{"_id":"lQ9MmX3zg4Bd9hjb","image":{},"name":"GM Screen","sort":200000,"src":null,"system":{},"text":{"content":"<p>Below you will find list of shortcuts to subjects that are useful for to GM's, grouped by theme<strong><br /><br /></strong></p><p><strong>Reference Tables Actions & Skills</strong></p><table class=\"pf2-table\"><tbody><tr><td style=\"width:25%\">@UUID[.8qYJAx4O97sSxbUF]{Basic Actions}</td><td style=\"width:25%\">@UUID[.duqPy1VMQYNJrw7q]{Conditions}</td><td style=\"width:25%\">@UUID[.mmfWcV3Iyql5nzTo]{Counteract}</td><td style=\"width:25%\">@UUID[.Z2xXPHkxGLFTXzdI]{Creature Identification}</td></tr><tr><td>@UUID[.Edn6qQNVcEVpkhPl]{Detecting Creatures}</td><td>@UUID[.dRu66xNqJ9Ihe1or]{Difficulty Classes}</td><td>@UUID[.aBALUjLyOqXKlhrP]</td><td>@UUID[.zB1mqE9IeyfyQDnn]{Exploration Activities}</td></tr><tr><td>@UUID[.oM0DobZe9uEkz9kb]</td><td>@UUID[.XCxK6OGFY0KvJPo3]</td><td>@UUID[.7jQ2x83KUFD8Wj6w]{Light Effects}</td><td>@UUID[.SiMXtLf4YQeigzIE]{Senses}</td></tr><tr><td>@UUID[.uWJfFysCcoU1o2Hs]{Skill Actions}</td><td></td><td></td><td></td></tr></tbody></table><p><strong>Death & Recovery Terrain & Environment</strong></p><table class=\"pf2-table\"><tbody><tr><td style=\"width:25%\">@UUID[.tJllU1E8g7W1QxYe]{Cover}</td><td style=\"width:25%\">@UUID[.uxdPLsxY8fNrenDR]{Death and Dying}</td><td style=\"width:25%\">@UUID[.hOsFg2VpnOshaSOi]{Environmental Damage}</td><td style=\"width:25%\">@UUID[.7FsXXkrOUXHtROnq]{Falling}</td></tr><tr><td>@UUID[.pEjd65isUfXKSB18]{Hero Points}</td><td>@UUID[.I6lHRH3mWjfvhJrR]{Resting}</td><td>@UUID[.G1Rje9eYCFEByzjg]{Special Battles}</td><td>@UUID[.FOI43M8DJe2lkMwl]{Structures}</td></tr><tr><td>@UUID[.kxDloJH5ImKnIV9P]{Temperature Effects}</td><td>@UUID[.cjD6YVPQpmYiOPdC]{Terrain in Encounters}</td><td>@UUID[.YVLMgNxXTUQuDJgp]{Travel Speed}</td><td>@UUID[.kL8yx8vz9FMCIYC1]</td></tr><tr><td colspan=\"2\">@UUID[.C4b2AvMpVpe5BcVv]{Material Hardness, Hit Points and Broken Threshold}</td><td></td><td></td></tr></tbody></table><p><strong>Gamemastery Equipment & Services</strong></p><table class=\"pf2-table\"><tbody><tr><td style=\"width:34%\">@UUID[.DBxoE3TNDPtcKHxH]{Animals & Barding}</td><td style=\"width:33%\">@UUID[.6BXJUVvwvzljaCFT]{Armor Traits}</td><td style=\"width:33%\">@UUID[.FzzMt7ybWy03D9qZ]{Basic Services}</td></tr><tr><td style=\"width:25%\">@UUID[.VR9UdfhZphZGZdsx]{Bulk Conversions for Different Sizes}</td><td>@UUID[.ts7gtyAhDEI4V7Ve]{Character Wealth}</td><td>@UUID[.PVrMSF93KIejBTMm]{Critical Specialization Effects}</td></tr><tr><td>@UUID[.act12TfHpnKx6ZTu]{Different Size Items}</td><td>@UUID[.lcCPztCqmXpwdmWx]{Elite/Weak Adjustments}</td><td>@UUID[.9hfEG4kJmEbrjGS1]{Encounter Building & XP Awards}</td></tr><tr><td>@UUID[.iVY32tNvfS1tPYU2]{Formula Price}</td><td>@UUID[.PfoKLAsQeXHsDgzf]{Lifestyle Expenses}</td><td>@UUID[.zVcfWP1ac0JhNEhY]{Quick Adventure Groups}</td></tr><tr><td>@UUID[.VnR8gBBq1oCG7YQh]{Reputation}</td><td>@UUID[.0RnXjFday2Lp4ECG]{Sample Chases}</td><td>@UUID[.l0rlB52Pzy6Vt1Ic]{Scroll Prices}</td></tr><tr><td>@UUID[.qMNBD91gc5kIKPs2]{Spellcasting Services}</td><td>@UUID[.Ly8l2GT6dbvuY3A2]{Treasure}</td><td>@UUID[.oBOw6E6V7ncrB1rN]{Treasure Per Encounter}</td></tr><tr><td>@UUID[.zymZw8KQe0nkRf5L]{Victory Points}</td><td>@UUID[.BsaTOw6p74DW5d8t]{Wand Prices}</td><td>@UUID[.dnbUao9yk8Bs99eT]{Weapon Traits}</td></tr></tbody></table><p><strong>Misc</strong> <strong>Variant Rules</strong></p><table class=\"pf2-table\"><tbody><tr><td style=\"width:34%\">@UUID[.SnSGU7DPiogZ9JOr]{Automatic Bonus Progression}</td><td style=\"width:33%\">@UUID[.kAMseeY0TewNmnLQ]{Deep Backgrounds}</td><td style=\"width:33%\">@UUID[.INYPqM7rs9SNFRba]{Downtime Events}</td></tr><tr><td>@UUID[.KXAxZfdMpnHQZQoc]{Golarion Calendar}</td><td>@UUID[.DUDsA3sIlOlibvIu]{High-Quality Items}</td><td>@UUID[.yHqDPytVY9bxWo9I]{Item Quirks}</td></tr><tr><td>@UUID[.XH3xabCB01FiCRal]{Proficiency Without Level}</td><td>@UUID[.IliVJaEHaOklcg86]{Stamina}</td><td></td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":1,"show":false},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ygboVjCAFRpcysUb","image":{},"name":"Player Screen","sort":400000,"src":null,"system":{},"text":{"content":"<p>Below you will find list of shortcuts to subjects that are useful for to players, grouped by theme<br /><strong><br />Reference Tables</strong> <strong>Actions & Skills</strong></p><table class=\"pf2-table\"><tbody><tr><td style=\"width:25%\">@UUID[.8qYJAx4O97sSxbUF]{Basic Actions}</td><td style=\"width:25%\">@UUID[.duqPy1VMQYNJrw7q]{Conditions}</td><td style=\"width:25%\">@UUID[.mmfWcV3Iyql5nzTo]{Counteract}</td><td style=\"width:25%\">@UUID[.Z2xXPHkxGLFTXzdI]{Creature Identification}</td></tr><tr><td>@UUID[.Edn6qQNVcEVpkhPl]{Detecting Creatures}</td><td>@UUID[.aBALUjLyOqXKlhrP]</td><td>@UUID[.zB1mqE9IeyfyQDnn]{Exploration Activities}</td><td>@UUID[.XCxK6OGFY0KvJPo3]</td></tr><tr><td>@UUID[.7jQ2x83KUFD8Wj6w]{Light Effects}</td><td>@UUID[.SiMXtLf4YQeigzIE]{Senses}</td><td>@UUID[.uWJfFysCcoU1o2Hs]{Skill Actions}</td><td></td></tr></tbody></table><p><strong>Death & Recovery</strong> <strong>Terrain & Environment</strong></p><table class=\"pf2-table\"><tbody><tr><td style=\"width:25%\">@UUID[.tJllU1E8g7W1QxYe]{Cover}</td><td style=\"width:25%\">@UUID[.uxdPLsxY8fNrenDR]{Death and Dying}</td><td style=\"width:25%\">@UUID[.7FsXXkrOUXHtROnq]{Falling}</td><td style=\"width:25%\">@UUID[.pEjd65isUfXKSB18]{Hero Points}</td></tr><tr><td>@UUID[.I6lHRH3mWjfvhJrR]{Resting}</td><td>@UUID[.G1Rje9eYCFEByzjg]{Special Battles}</td><td>@UUID[.cjD6YVPQpmYiOPdC]{Terrain in Encounters}</td><td>@UUID[.YVLMgNxXTUQuDJgp]{Travel Speed}</td></tr><tr><td>@UUID[.kL8yx8vz9FMCIYC1]</td><td></td><td></td><td></td></tr></tbody></table><p><strong>Equipment</strong></p><table class=\"pf2-table\"><tbody><tr><td style=\"width:33%\">@UUID[.6BXJUVvwvzljaCFT]{Armor Traits}</td><td style=\"width:34%\">@UUID[.VR9UdfhZphZGZdsx]{Bulk Conversions for Different Sizes}</td><td style=\"width:33%\">@UUID[.PVrMSF93KIejBTMm]{Critical Specialization Effects}</td></tr><tr><td>@UUID[.act12TfHpnKx6ZTu]{Different Size Items}</td><td>@UUID[.dnbUao9yk8Bs99eT]{Weapon Traits}</td><td></td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"f2wr86966A0oUUA0","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.f2wr86966A0oUUA0"}},"image":{},"name":"Adjusting Treasure","sort":770936,"src":null,"system":{},"text":{"content":"<p>The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.</p><p>This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.</p>\n<h3>Megadungeons and Sandboxes</h3>\n<p>Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness. If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.</p><p>For a simple guideline to these situations, increase the treasure as though there were one more PC in the party. If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further.</p>","format":1},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"DBxoE3TNDPtcKHxH","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.DBxoE3TNDPtcKHxH"}},"image":{},"name":"Animals & Barding","sort":1475000,"src":null,"system":{},"text":{"content":"<h2>Animals</h2><p>The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become frightened 4 and fleeing as long as they're frightened. If you successfully Command your Animal using Nature, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to frightened 4 and fleeing, with the same exceptions.</p><p>Warhorses and warponies are combat trained. They don't become frightened or fleeing during encounters in this way.</p><table class=\"pf2-table\"><tbody><tr><th scope=\"col\"><a>Animal</a></th><th scope=\"col\"><a>Rental Price* (per day)</a></th><th scope=\"col\"><a>Purchase Price</a></th></tr><tr><td>Dog</td><td></td><td></td></tr><tr><td>Guard Dog</td><td>1 cp per day</td><td>2 sp</td></tr><tr><td>Riding Dog</td><td>6 cp per day</td><td>4 gp</td></tr><tr><td>Horse</td><td></td><td></td></tr><tr><td>Pack Animal</td><td>2 cp per day</td><td>2 gp</td></tr><tr><td>Riding Horse</td><td>1 sp per day</td><td>8 gp</td></tr><tr><td>Warhorse</td><td>1 gp per day</td><td>30 gp (level 2)</td></tr><tr><td>Pony</td><td></td><td></td></tr><tr><td>Riding Pony</td><td>8 cp per day</td><td>7 gp</td></tr><tr><td>Warpony</td><td>8 sp per day</td><td>24 gp (level 2)</td></tr></tbody></table><h2>Barding</h2><p>You can purchase special armor for animals, called barding. All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.</p><p><strong>Strength</strong></p><table class=\"pf2-table\"><tbody><tr><th></th><th><strong>Size</strong></th><th><strong>Barding</strong></th><th><strong>Price</strong></th><th><strong>AC Bonus</strong></th><th><strong>Dex Cap</strong></th><th><strong>Check Penalty</strong></th><th><strong>Speed Penalty</strong></th><th><strong>Bulk</strong></th></tr><tr><td rowspan=\"2\">Light</td><td>Small or Medium</td><td>10 gp</td><td>+1</td><td>+5</td><td>-1</td><td>-5 ft.</td><td>2</td><td>+3</td></tr><tr><td>Large</td><td>20 gp</td><td>+1</td><td>+5</td><td>-1</td><td>-5 ft.</td><td>4</td><td>+3</td></tr><tr><td rowspan=\"2\">Heavy</td><td>Small or Medium</td><td>25 gp</td><td>+3</td><td>+3</td><td>-3</td><td>-10 ft.</td><td>4</td><td>+5</td></tr><tr><td>Large</td><td>50 gp</td><td>+3</td><td>+3</td><td>-3</td><td>-10 ft.</td><td>8</td><td>+5</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"6BXJUVvwvzljaCFT","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.6BXJUVvwvzljaCFT"}},"image":{},"name":"Armor Traits","sort":712500,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><thead><tr><th style=\"width:20%\"><strong>Name</strong></th><th style=\"width:80%\"><strong>Description</strong></th></tr></thead><tbody><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitBulwark]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionBulwark]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitComfort]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionComfort]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitFlexible]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionFlexible]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitNoisy]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionNoisy]</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"SnSGU7DPiogZ9JOr","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.SnSGU7DPiogZ9JOr"}},"image":{},"name":"Automatic Bonus Progression","sort":787696,"src":null,"system":{},"text":{"content":"<p>This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor's item bonus) and replaces it with a new kind of bonus—potency—to reflect a character's innate ability instead. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.</p><p>Every character automatically gains the class features on the table below.</p><table class=\"pf2-table\"><caption><strong>TABLE: AUTOMATIC BONUS PROGRESSION</strong></caption><tbody><tr><th><strong>Level</strong></th><th><strong>Benefits</strong></th></tr><tr><td>1</td><td>—</td></tr><tr><td>2</td><td>Attack potency +1</td></tr><tr><td>3</td><td>Skill potency (one at +1)</td></tr><tr><td>4</td><td>Devastating attacks (two dice)</td></tr><tr><td>5</td><td>Defense potency +1</td></tr><tr><td>6</td><td>Skill potency (two at +1 each)</td></tr><tr><td>7</td><td>Perception potency +1</td></tr><tr><td>8</td><td>Saving throw potency +1</td></tr><tr><td>9</td><td>Skill potency (one at +2, one at +1)</td></tr><tr><td>10</td><td>Attack potency +2</td></tr><tr><td>11</td><td>Defense potency +2</td></tr><tr><td>12</td><td>Devastating attacks (three dice)</td></tr><tr><td>13</td><td>Perception potency +2; skill potency (two at +2 each, one at +1)</td></tr><tr><td>14</td><td>Saving throw potency +2</td></tr><tr><td>15</td><td>Skill potency (three at +2 each, one at +1)</td></tr><tr><td>16</td><td>Attack potency +3</td></tr><tr><td>17</td><td>Ability apex; skill potency (one at +3, two at +2 each, two at +1 each)</td></tr><tr><td>18</td><td>Defense potency +3</td></tr><tr><td>19</td><td>Devastating attacks (four dice), Perception potency +3</td></tr><tr><td>20</td><td>Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)</td></tr></tbody></table><h3><strong>Attack Potency</strong></h3><p>Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level.</p><h3><strong>Skill Potency</strong></h3><p>At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time.</p><h3><strong>Devastating Attacks</strong></h3><p>At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.</p><h3><strong>Defense Potency</strong></h3><p>At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3.</p><h3><strong>Perception Potency</strong></h3><p>At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19.</p><h3><strong>Saving Throw Potency</strong></h3><p>At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.</p><h3><strong>Ability Apex</strong></h3><p>At 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score).</p><h2>Adjusting Items and Treasure</h2><p>With this variant, you can ignore as much of @UUID[Compendium.PF2eGMScreen.tres-gm-screen.hsUtp5Yxw1liEZtr]{Treasure per Level} as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands.</p><p>Remove all <em>potency runes</em>, <em>striking runes</em>, and <em>resilient runes</em>. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on @UUID[Compendium.PF2eGMScreen.tres-gm-screen.hsUtp5Yxw1liEZtr]{Treasure}</p><p>If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like <em>flaming</em> or <em>holy</em>. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses.</p>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"8qYJAx4O97sSxbUF","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.8qYJAx4O97sSxbUF"}},"image":{},"name":"Basic Actions","sort":725000,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th style=\"width:25%\"><strong>Action name</strong></th><th style=\"width:15%\"><strong>Traits</strong></th><th style=\"width:60%\"><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.HCl3pzVefiv9ZKQW]</td><td>-</td><td>You try to help your ally with a task.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.qm7xptMSozAinnPS] <span class=\"pf2-icon\">R</span></td><td>-</td><td>You attempt an Acrobatics check to slow your fall.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.UWdRX1VelipCzrCg] <span class=\"pf2-icon\">A</span></td><td>-</td><td>You avert your gaze from danger.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.H6v1VgowHaKHnVlG] <span class=\"pf2-icon\">A</span></td><td>move</td><td>You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Tj055UcNm6UEgtCg] <span class=\"pf2-icon\">A</span></td><td>move</td><td>You move 5 feet by crawling and continue to stay prone.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.A72nHGUtNXgY5Ey9] <span class=\"pf2-icon\">F</span></td><td>-</td><td>You wait for the right moment to act.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.HYNhdaPtF1QmQbR3] <span class=\"pf2-icon\">A</span></td><td>move</td><td>You fall prone.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.SkZAQRkLLkmBQNB9] <span class=\"pf2-icon\">A</span></td><td>attack</td><td>You attempt to escape from being grabbed, immobilized, or restrained.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.cS9nfDRGD83bNU1p] <span class=\"pf2-icon\">A</span></td><td>move</td><td>You move through the air up to your fly Speed.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.3yoajuKjwHZ9ApUY] <span class=\"pf2-icon\">R</span></td><td>manipulate</td><td>When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.pvQ5rY2zrtPI614F] <span class=\"pf2-icon\">A</span></td><td>manipulate</td><td>You use your hand or hands to manipulate an object or the terrain.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.d5I6018Mci2SWokk] <span class=\"pf2-icon\">A</span></td><td>move</td><td>You take a careful, short jump.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.PM5jvValFkbFH3TV] <span class=\"pf2-icon\">A</span></td><td>move</td><td>You move onto the creature and ride it.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.sn2hIy1iIJX9Vpgj] <span class=\"pf2-icon\">A</span></td><td>auditory, manipulate, visual</td><td>You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.xjGwis0uaC2305pm] <span class=\"pf2-icon\">A</span></td><td>-</td><td>You position your shield to protect yourself.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.dLgAMt3TbkmLkUqE] <span class=\"pf2-icon\">D</span></td><td>concentrate</td><td>You prepare to use an action that will occur outside your turn.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.wQYmDStjdjn0I26t] <span class=\"pf2-icon\">F</span></td><td>manipulate</td><td>You release something you're holding in your hand or hands.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] <span class=\"pf2-icon\">A</span></td><td>concentrate, secret</td><td>You scan an area for signs of creatures or objects.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1xRFPTFtWtGJ9ELw] <span class=\"pf2-icon\">A</span></td><td>secret</td><td>You try to tell whether a creature's behavior is abnormal.</td></tr><tr><td>Speaking</td><td>-</td><td>As long as you can act, you can also speak.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.OdIUybJ3ddfL7wzj] <span class=\"pf2-icon\">A</span></td><td>move</td><td>You stand up from prone.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.UHpkTuCtyaPqiCAB] <span class=\"pf2-icon\">A</span></td><td>move</td><td>You carefully move 5 feet.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Bcxarzksqt9ezrs6] <span class=\"pf2-icon\">A</span></td><td>move</td><td>You move up to your Speed (page 463).</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] <span class=\"pf2-icon\">A</span></td><td>attack</td><td>You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack).</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz] <span class=\"pf2-icon\">A</span></td><td>-</td><td>You press yourself against a wall or duck behind an obstacle to take better advantage of cover (page 477).</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"FzzMt7ybWy03D9qZ","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.FzzMt7ybWy03D9qZ"}},"image":{},"name":"Basic Services","sort":1518750,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th><strong>Item</strong></th><th><strong>Price</strong></th><th><strong>Bulk</strong></th><th><strong>Hands</strong></th></tr><tr><td colspan=\"4\"><strong>Beverages</strong></td></tr><tr><td>Mug of Ale</td><td>1 cp</td><td>L</td><td>1</td></tr><tr><td>Keg of Ale</td><td>2 sp</td><td>2</td><td>2</td></tr><tr><td>Pot of Coffee or Tea</td><td>2 cp</td><td>L</td><td>1</td></tr><tr><td>Bottle of Wine</td><td>1 sp</td><td>L</td><td>1</td></tr><tr><td>Bottle of Fine Wine</td><td>1 gp</td><td>L</td><td>1</td></tr><tr><td colspan=\"4\"><strong>Hireling (1 day)</strong></td></tr><tr><td>Unskilled</td><td>1 sp</td><td></td><td></td></tr><tr><td>Skilled</td><td>5 sp</td><td></td><td></td></tr><tr><td colspan=\"4\"><strong>Lodging (1 day)</strong></td></tr><tr><td>Floor Space</td><td>3 cp</td><td></td><td></td></tr><tr><td>Bed (for 1)</td><td>1 sp</td><td></td><td></td></tr><tr><td>Private Room (for 2)</td><td>8 sp</td><td></td><td></td></tr><tr><td>Extravagant Suite (for 6)</td><td>10 gp</td><td></td><td></td></tr><tr><td colspan=\"4\"><strong>Meals</strong></td></tr><tr><td>Poor Meal</td><td>1 cp</td><td>L</td><td>2</td></tr><tr><td>Square Meal</td><td>3 cp</td><td>L</td><td>2</td></tr><tr><td>Fine Dining</td><td>1 gp</td><td>L</td><td>2</td></tr><tr><td>Stabling (1 day)</td><td></td><td></td><td></td></tr><tr><td>Toll</td><td colspan=\"3\">at least 1 cp</td></tr><tr><td colspan=\"4\"><strong>Transportation (per 5 miles)</strong></td></tr><tr><td>Caravan</td><td>3 cp</td><td></td><td></td></tr><tr><td>Carriage</td><td>2 sp</td><td></td><td></td></tr><tr><td>Ferry or Riverboat</td><td>4 cp</td><td></td><td></td></tr><tr><td>Sailing Ship</td><td>6 cp</td><td></td><td></td></tr></tbody></table><h2>Hireling</h2><p>Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you.</p><h2>Transportation</h2><p>The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on the table above. Arranging transportation into dangerous lands can be more expensive or impossible.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"VR9UdfhZphZGZdsx","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.VR9UdfhZphZGZdsx"}},"image":{},"name":"Bulk Conversions for Different Sizes","sort":762500,"src":null,"system":{},"text":{"content":"<p>As shown in the table below, Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesn't treat any items as having negligible Bulk.</p><table class=\"pf2-table\"><tbody><tr><th><strong>Creature Size</strong></th><th><strong>Bulk Limit</strong></th><th><strong>Treats as Light</strong></th><th><strong>Treats as Negligible</strong></th></tr><tr><td>Tiny</td><td>Half</td><td>-</td><td>none</td></tr><tr><td>Small or Med.</td><td>Standard</td><td>L</td><td>-</td></tr><tr><td>Large</td><td>x2</td><td>1 Bulk</td><td>L</td></tr><tr><td>Huge</td><td>x4</td><td>2 Bulk</td><td>1 Bulk</td></tr><tr><td>Gargantuan</td><td>x8</td><td>4 Bulk</td><td>2 Bulk</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ts7gtyAhDEI4V7Ve","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.ts7gtyAhDEI4V7Ve"}},"image":{},"name":"Character Wealth","sort":770912,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>Character Wealth</strong></caption><tbody><tr><th><strong>Level</strong></th><th><strong>Permanent Items</strong></th><th><strong>Currency</strong></th><th><strong>Lump Sum</strong></th></tr><tr><td>1</td><td>-</td><td>15 gp</td><td>15 gp</td></tr><tr><td>2</td><td><strong>1st</strong>: 1</td><td>20 gp</td><td>30 gp</td></tr><tr><td>3</td><td><strong>2nd</strong>: 1, <strong>1st</strong>: 2</td><td>25 gp</td><td>75 gp</td></tr><tr><td>4</td><td><strong>3rd</strong>: 1, <strong>2nd</strong>: 2, <strong>1st</strong>: 1</td><td>30 gp</td><td>140 gp</td></tr><tr><td>5</td><td><strong>4th</strong>: 1, <strong>3rd</strong>: 2, <strong>2nd</strong>: 1, <strong>1st</strong>: 2</td><td>50 gp</td><td>270 gp</td></tr><tr><td>6</td><td><strong>5th</strong>: 1, <strong>4th</strong>: 2, <strong>3rd</strong>: 1, <strong>2nd</strong>: 2</td><td>80 gp</td><td>450 gp</td></tr><tr><td>7</td><td><strong>6th</strong>: 1, <strong>5th</strong>: 2, <strong>4th</strong>: 1, <strong>3rd</strong>: 2</td><td>125 gp</td><td>720 gp</td></tr><tr><td>8</td><td><strong>7th</strong>: 1, <strong>6th</strong>: 2, <strong>5th</strong>: 1, <strong>4th</strong>: 2</td><td>180 gp</td><td>1,100 gp</td></tr><tr><td>9</td><td><strong>8th</strong>: 1, <strong>7th</strong>: 2, <strong>6th</strong>: 1, <strong>5th</strong>: 2</td><td>250 gp</td><td>1,600 gp</td></tr><tr><td>10</td><td><strong>9th</strong>: 1, <strong>8th</strong>: 2, <strong>7th</strong>: 1, <strong>6th</strong>: 2</td><td>350 gp</td><td>2,300 gp</td></tr><tr><td>11</td><td><strong>10th</strong>: 1, <strong>9th</strong>: 2, <strong>8th</strong>: 1, <strong>7th</strong>: 2</td><td>500 gp</td><td>3,200 gp</td></tr><tr><td>12</td><td><strong>11th</strong>: 1, <strong>10th</strong>: 2, <strong>9th</strong>: 1, <strong>8th</strong>: 2</td><td>700 gp</td><td>4,500 gp</td></tr><tr><td>13</td><td><strong>12th</strong>: 1, <strong>11th</strong>: 2, <strong>10th</strong>: 1, <strong>9th</strong>: 2</td><td>1,000 gp</td><td>6,400 gp</td></tr><tr><td>14</td><td><strong>13th</strong>: 1, <strong>12th</strong>: 2, <strong>11th</strong>: 1, <strong>10th</strong>: 2</td><td>1,500 gp</td><td>9,300 gp</td></tr><tr><td>15</td><td><strong>14th</strong>: 1, <strong>13th</strong>: 2, <strong>12th</strong>: 1, <strong>11th</strong>: 2</td><td>2,250 gp</td><td>13,500 gp</td></tr><tr><td>16</td><td><strong>15th</strong>: 1, <strong>14th</strong>: 2, <strong>13th</strong>: 1, <strong>12th</strong>: 2</td><td>3,250 gp</td><td>20,000 gp</td></tr><tr><td>17</td><td><strong>16th</strong>: 1, <strong>15th</strong>: 2, <strong>14th</strong>: 1, <strong>13th</strong>: 2</td><td>5,000 gp</td><td>30,000 gp</td></tr><tr><td>18</td><td><strong>17th</strong>: 1, <strong>16th</strong>: 2, <strong>15th</strong>: 1, <strong>14th</strong>: 2</td><td>7,500 gp</td><td>45,000 gp</td></tr><tr><td>19</td><td><strong>18th</strong>: 1, <strong>17th</strong>: 2, <strong>16th</strong>: 1, <strong>15th</strong>: 2</td><td>12,000 gp</td><td>69,000 gp</td></tr><tr><td>20</td><td><strong>19th</strong>: 1, <strong>18th</strong>: 2, <strong>17th</strong>: 1, <strong>16th</strong>: 2</td><td>20,000 gp</td><td>112,000 gp</td></tr></tbody></table><p>When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to the table above, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.</p><p>These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.</p><h2 class=\"title\">Item Selection</h2><p>You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game. At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.</p><p>A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.</p><p>If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"duqPy1VMQYNJrw7q","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.duqPy1VMQYNJrw7q"}},"image":{},"name":"Conditions","sort":715625,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><thead><tr><th style=\"width:20%\"><strong>Group</strong></th><th colspan=\"4\" style=\"width:80%\"><strong>Conditions</strong></th></tr></thead><tbody><tr><td><strong>Degrees of Detection</strong></td><td><strong>@UUID[Compendium.pf2e.conditionitems.1wQY3JYyhMYeeV2G]</strong></td><td><strong>@UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC]</strong></td><td><strong>@UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf]</strong></td><td><strong>@UUID[Compendium.pf2e.conditionitems.9evPzg9E6muFcoSk]</strong></td></tr><tr><td><strong>Senses</strong></td><td>@UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2]</td><td>@UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W]</td><td>@UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh]</td><td>@UUID[Compendium.pf2e.conditionitems.9PR9y0bi4JPKnHPR]</td></tr><tr><td></td><td>@UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML]</td><td></td><td></td><td></td></tr><tr><td><strong>Death and Dying</strong></td><td>@UUID[Compendium.pf2e.conditionitems.3uh1r86TzbQvosxv]</td><td>@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]</td><td>@UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf]</td><td>@UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2]</td></tr><tr><td><strong>Attitudes</strong></td><td>@UUID[Compendium.pf2e.conditionitems.ud7gTLwPeklzYSXG]</td><td>@UUID[Compendium.pf2e.conditionitems.I1ffBVISxLr2gC4u]</td><td>@UUID[Compendium.pf2e.conditionitems.fuG8dgthlDWfWjIA]</td><td>@UUID[Compendium.pf2e.conditionitems.v66R7FdOf11l94im]</td></tr><tr><td></td><td>@UUID[Compendium.pf2e.conditionitems.v44P3WUcU1j0115l]</td><td></td><td></td><td></td></tr><tr><td><strong>Lowered Ability</strong></td><td>@UUID[Compendium.pf2e.conditionitems.6dNUvdb1dhToNDj3]</td><td>@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]</td><td>@UUID[Compendium.pf2e.conditionitems.yblD8fOR1J8rDwEQ]</td><td>@UUID[Compendium.pf2e.conditionitems.9qGBRpbX9NEwtAAr]</td></tr><tr><td></td><td>@UUID[Compendium.pf2e.conditionitems.4D2KBtexWXa6oUMR]</td><td>@UUID[Compendium.pf2e.conditionitems.D5mg6Tc7Jzrj6ro7]</td><td>@UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]</td><td>@UUID[Compendium.pf2e.conditionitems.AdPVz7rbaVSRxHFg]</td></tr><tr><td></td><td>@UUID[Compendium.pf2e.conditionitems.HL2l2VRSaQHu9lUw]</td><td>@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]</td><td>@UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D]</td><td>@UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]</td></tr><tr><td></td><td>@UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei]</td><td>@UUID[Compendium.pf2e.conditionitems.eIcWbB5o3pP6OIMe]</td><td>@UUID[Compendium.pf2e.conditionitems.6uEgoh53GbXuHpTF]</td><td>@UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]</td></tr><tr><td></td><td>@UUID[Compendium.pf2e.conditionitems.dTwPJuKgBQCMxixg]</td><td>@UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60]</td><td>@UUID[Compendium.pf2e.conditionitems.nlCjDvLMf2EkV2dl]</td><td>@UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM]</td></tr><tr><td></td><td>@UUID[Compendium.pf2e.conditionitems.fesd1n5eVhpCSS18]</td><td>@UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]</td><td>@UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]</td><td>@UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"mmfWcV3Iyql5nzTo","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.mmfWcV3Iyql5nzTo"}},"image":{},"name":"Counteract","sort":717188,"src":null,"system":{},"text":{"content":"<p><strong>Effect and Spell Counteract Levels and DCs</strong></p><table class=\"pf2-table\"><tbody><tr><th><strong>Effect</strong></th><th><strong>Spell</strong></th><th><strong>Counteract</strong></th><th><strong>DC</strong></th><th><strong>Effect</strong></th><th><strong>Spell</strong></th><th><strong>Counteract</strong></th><th><strong>DC</strong></th></tr><tr><th><strong>Level</strong></th><th><strong>Level</strong></th><th><strong>Level</strong></th><th></th><th><strong>Level</strong></th><th><strong>Level</strong></th><th><strong>Level</strong></th><th></th></tr><tr><td>0</td><td>-</td><td>0</td><td>14</td><td>13</td><td>7th</td><td>7</td><td>31</td></tr><tr><td>1</td><td>1st</td><td>1</td><td>15</td><td>14</td><td>-</td><td>7</td><td>32</td></tr><tr><td>2</td><td>-</td><td>1</td><td>16</td><td>15</td><td>8th</td><td>8</td><td>34</td></tr><tr><td>3</td><td>2nd</td><td>2</td><td>18</td><td>16</td><td>-</td><td>8</td><td>35</td></tr><tr><td>4</td><td>-</td><td>2</td><td>19</td><td>17</td><td>9th</td><td>9</td><td>36</td></tr><tr><td>5</td><td>3rd</td><td>3</td><td>20</td><td>18</td><td>-</td><td>9</td><td>38</td></tr><tr><td>6</td><td>-</td><td>3</td><td>22</td><td>19</td><td>10th</td><td>10</td><td>39</td></tr><tr><td>7</td><td>4th</td><td>4</td><td>23</td><td>20</td><td>-</td><td>10</td><td>40</td></tr><tr><td>8</td><td>-</td><td>4</td><td>24</td><td>21</td><td>-</td><td>11</td><td>42</td></tr><tr><td>9</td><td>5th</td><td>5</td><td>26</td><td>22</td><td>-</td><td>11</td><td>44</td></tr><tr><td>10</td><td>-</td><td>5</td><td>27</td><td>23</td><td>-</td><td>12</td><td>46</td></tr><tr><td>11</td><td>6th</td><td>6</td><td>28</td><td>24</td><td>-</td><td>12</td><td>48</td></tr><tr><td>12</td><td>-</td><td>6</td><td>30</td><td>25</td><td>-</td><td>13</td><td>50</td></tr></tbody></table><p><strong>Calculating the DC and Counteract Level</strong></p><table class=\"pf2-table\"><tbody><tr><td>If the effect is a magical hazard</td><td>The DC is in the hazard's stat block.</td><td>The counteract level is the spell level.</td></tr><tr><td>If the effect is a spell (including Afflictions caused by a spell)</td><td>If you know caster's DC</td><td>The DC is the Caster's DC. The counteract level is the spell level.</td></tr><tr><td></td><td>If you don't know caster's DC</td><td>The DC is Level-Based. The counteract level is the spell level.</td></tr><tr><td>If the effect is an Affliction If you know Affliction's DC</td><td>The DC is in the Affliction's stat block.</td><td>The counteract level is half the source's level rounded up.</td></tr><tr><td></td><td>If you don't know Affliction's DC</td><td>The DC is Level-Based. The counteract level is half the source's level rounded up.</td></tr></tbody></table><p><strong>Calculating Countercheck Modifier and Countercheck Level</strong></p><table class=\"pf2-table\"><tbody><tr><td>If you are using a spell to counteract an effect</td><td>Add your spellcasting proficiency bonus plus your spellcasting ability modifier, plus any bonuses and penalties that specifially apply to counteract checks. Your counteract level is your spell's level.</td></tr><tr><td>If you aren't using a spell to counteract an effect</td><td>Add the relevant skill modifier or other appropriate modifier to your check. If you are using an item effect not based on a spell, the counteract level is half the source's level rounded up. Otherwise, your counteract level is half your level rounded up.</td></tr></tbody></table><p>Roll a d20 and apply modifiers. Make a check against the effect's DC and determine results;</p><h1>Counteracting</h1><p>Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.</p><p>When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level. Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.</p><table class=\"pf2-table\"><tbody><tr><th><strong>Counteract Results</strong></th><th></th></tr><tr><td><strong>Critical Success</strong></td><td>Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.</td></tr><tr><td><strong>Success</strong></td><td>Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.</td></tr><tr><td><strong>Failure</strong></td><td>Counteract the target if its counteract level is lower than your effect's counteract level.</td></tr><tr><td><strong>Critical Failure</strong></td><td>You fail to counteract the target.</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"tJllU1E8g7W1QxYe","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.tJllU1E8g7W1QxYe"}},"image":{},"name":"Cover","sort":717969,"src":null,"system":{},"text":{"content":"<p>Draw a line from the center of the attacker's space or burst to the center of the target's space.</p><table class=\"pf2-table\"><tbody><tr><td style=\"width:20%\"><strong>Lesser Cover</strong></td><td style=\"width:80%\">+1 circumstance bonus to AC if line passes through creatures but no objects.</td></tr><tr><td><strong>Cover</strong></td><td>+2 circumstance bonus to AC, Reflex saves against area effects, and Stealth checks to @UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa] or @UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4]. You can use @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz] to increase this to greater cover.</td></tr><tr><td><strong>Greater Cover</strong></td><td>As cover, but a +4 bonus.</td></tr></tbody></table><p>When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to @UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa], @UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4], or otherwise avoid detection. You can increase this to greater cover using the @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz] basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to @UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa], but lesser cover isn't sufficient.</p><p>Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have line of effect and typically can't target it at all.</p><p>Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.</p><h2>Cover and Large Creatures</h2><p>If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar.</p><h2>Special Circumstances</h2><p>Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Z2xXPHkxGLFTXzdI","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.Z2xXPHkxGLFTXzdI"}},"image":{},"name":"Creature Identification","sort":768750,"src":null,"system":{},"text":{"content":"<p>Use the creature's level, adjusted for rarity and fame. Success recalls a well-known attribute; critical success adds something more subtle.</p><table class=\"pf2-table\"><thead><tr><th>Creature Trait</th><th>Skills</th><th>Creature Trait</th><th>Skills</th></tr></thead><tbody><tr><td><strong>Aberration</strong></td><td>Occultism</td><td><strong>Fey</strong></td><td>Nature</td></tr><tr><td><strong>Animal</strong></td><td>Nature</td><td><strong>Fiend</strong></td><td>Religion</td></tr><tr><td><strong>Astral</strong></td><td>Occultism</td><td><strong>Fungus</strong></td><td>Nature</td></tr><tr><td><strong>Beast</strong></td><td>Arcana, Nature</td><td><strong>Humanoid</strong></td><td>Society</td></tr><tr><td><strong>Celestial</strong></td><td>Religion</td><td><strong>Monitor</strong></td><td>Religion</td></tr><tr><td><strong>Construct</strong></td><td>Arcana, Crafting</td><td><strong>Ooze</strong></td><td>Occultism</td></tr><tr><td><strong>Dragon</strong></td><td>Arcana</td><td><strong>Plant</strong></td><td>Nature</td></tr><tr><td><strong>Elemental</strong></td><td>Arcana, Nature</td><td><strong>Spirit</strong></td><td>Occultism</td></tr><tr><td><strong>Ethereal</strong></td><td>Occultism</td><td><strong>Undead</strong></td><td>Religion</td></tr></tbody></table><p>A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.</p><p>The skill used to identify a creature usually depends on that creature's trait, as shown on the table above, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"PVrMSF93KIejBTMm","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.PVrMSF93KIejBTMm"}},"image":{},"name":"Critical Specialization Effects","sort":717579,"src":null,"system":{},"text":{"content":"<p>Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make an attack with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.</p><table class=\"pf2-table\"><tbody><tr><th><strong>Name</strong></th><th><strong>Effect</strong></th></tr><tr><td><strong>Axe</strong></td><td>Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.</td></tr><tr><td><strong>Bomb</strong></td><td>Increase the radius of the bomb's splash damage (if any) to 10 feet.</td></tr><tr><td><strong>Bow</strong></td><td>If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is @UUID[Compendium.pf2e.conditionitems.eIcWbB5o3pP6OIMe] and must spend an @UUID[Compendium.pf2e.actionspf2e.pvQ5rY2zrtPI614F] action to attempt a @Check[type:athletics|dc:10] check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.</td></tr><tr><td><strong>Brawling</strong></td><td>The target must succeed at a Fortitude save against your class DC or be @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3] 1 until the end of your next turn.</td></tr><tr><td><strong>Club</strong></td><td>You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.</td></tr><tr><td><strong>Dart</strong></td><td>The target takes [[/r 1d6[bleed]]] damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.</td></tr><tr><td><strong>Flail</strong></td><td>The target is knocked @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60].</td></tr><tr><td><strong>Hammer</strong></td><td>The target is knocked prone.</td></tr><tr><td><strong>Knife</strong></td><td>The target takes [[/r 1d6[bleed]]] damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.</td></tr><tr><td><strong>Pick</strong></td><td>The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.</td></tr><tr><td><strong>Polearm</strong></td><td>The target is moved 5 feet in a direction of your choice. This is forced movement.</td></tr><tr><td><strong>Shield</strong></td><td>You knock the target back from you 5 feet. This is forced movement.</td></tr><tr><td><strong>Sling</strong></td><td>The target must succeed at a Fortitude save against your class DC or be @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix] 1.</td></tr><tr><td><strong>Spear</strong></td><td>The weapon pierces the target, weakening its attacks. The target is @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm] 1 until the start of your next turn.</td></tr><tr><td><strong>Sword</strong></td><td>The target is made off-balance by your attack, becoming @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] until the start of your next turn.</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"uxdPLsxY8fNrenDR","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.uxdPLsxY8fNrenDR"}},"image":{},"name":"Death and Dying","sort":716798,"src":null,"system":{},"text":{"content":"<table><tbody><tr><td><p><strong>DEATH AND DYING</strong></p></td></tr><tr><td><strong>Knocked Out </strong>When reduced to 0 HP, move your initiative to directly before the creature or effect that reduced you to 0 HP. Gain @UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1] 1, or Dying 2 if the damage came from a critical hit or your critical failure on a save. A nonlethal effect makes you @UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf] at 0 HP and doesn't give you the Dying condition.</td></tr><tr><td><strong>Dying </strong>You are @UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf] . If you ever reach Dying 4, you die. Attempt a recovery check at the start of your turn to determine whether you get better or worse. If you ever have 1 HP or more, you lose the Dying condition. Any time you lose the Dying condition, increase your @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] value by 1. If you take damage while Dying increase the Dying value by 1 (or 2 on an enemy's critical success or your critical failure).</td></tr><tr><td><p><strong>Recovery Checks</strong> At the start of your turn when you're dying, attempt a flat check (DC 10 + your dying value).</p><p><strong>Critical Success</strong> Your Dying value is reduced by 2.</p><p><strong>Success </strong>Your Dying value is reduced by 1.</p><p><strong>Failure </strong>Your Dying value increases by 1.</p><p><strong>Critical Failure </strong>Your Dying value increases by 2</p></td></tr><tr><td><strong>Wounded </strong>Anytime you lose the Dying condition, you become wounded 1 if you didn't already have the Wounded condition. If you already have the Wounded condition, your Wounded condition value instead increases by 1. If you gain the Dying condition while Wounded, increase the Dying condition's value by your Wounded value. The Wounded condition ends if someone successfully restores Hit Points to you with @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], or if you are restored to full Hit Points and rest for 10 minutes.</td></tr><tr><td><strong>Doomed </strong>The maximum Dying value at which you die is reduced by your @UUID[Compendium.pf2e.conditionitems.3uh1r86TzbQvosxv] value. If your maximum Dying value is reduced to 0, you instantly die. Your Doomed value decreases by 1 each time you get a full night's rest.</td></tr><tr><td><p><strong>UNCONSCIOUS</strong></p></td></tr><tr><td><p>You can't wake up from unconsciousness while you have 0 Hit Points. If you're unconscious and have 1 or more Hit Points, you wake up in one of five ways.</p></td></tr><tr><td><ul><li>You take damage, provided the damage doesn't drop you to 0 HP.</li><li>You receive healing, other than natural healing from resting.</li><li>Someone nudges or shakes you awake with an Interact action.</li><li>If there's loud noise, at the start of your turn attempt a Perception check against the noise's DC, waking up if you succeed. If creatures are attempting to stay quiet, this uses their Stealth DC.</li><li><p>The GM decides you wake up either because you have had a restful night's sleep or something disrupted that restful sleep.</p></li></ul></td></tr></tbody></table><h2 class=\"title\">Hit Points, Healing, and Dying</h2><p>All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the @UUID[Compendium.pf2e.feats-srd.AmP0qu7c5dlBSath] general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.</p><p>Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.</p><h2 class=\"title\">Knocked Out and Dying</h2><p>Creatures cannot be reduced to fewer than 0 Hit Points. When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.</p><p>Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.</p><p>As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:</p><ul><li>You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.</li><li>You gain the @UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] condition, increase your dying value by an amount equal to your wounded value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead @UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf] with 0 Hit Points.</li></ul><h2 class=\"title\">Taking Damage while Dying</h2><p>If you take damage while you already have the @UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1] condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] condition, remember to add the value of your wounded condition to your dying value.</p><h2 class=\"title\">Recovery Checks</h2><p>When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are asfollows.</p><p><strong>Critical Success</strong> Your dying value is reduced by 2.</p><p><strong>Success</strong> Your dying value is reduced by 1.</p><p><strong>Failure</strong> Your dying value increases by 1.</p><p><strong>Critical Failure</strong> Your dying value increases by 2.</p><h2 class=\"title\">Conditions Related to Death and Dying</h2><p>To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules. Presented below are the rules for the dying, unconscious, wounded, and doomed conditions.</p><h3 class=\"title\">Dying</h3><p>You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.</p><p>If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition.</p><h3 class=\"title\">Unconscious</h3><p>You're sleeping, or you've been knocked out. You can't act. You take a -4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.</p><p><strong>If you're unconscious because you're dying</strong>, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.</p><p><strong>If you are unconscious and at 0 Hit Points, but not dying</strong>, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.</p><p><strong>If you're unconscious and have more than 1 Hit Point</strong> (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.</p><ul><li>You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.)</li><li>You receive healing, other than the natural healing you get from resting.</li><li>Someone nudges or shakes you awake using an Interact action.</li><li>Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their Stealth DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.</li><li>If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest.</li></ul><h3 class=\"title\">Wounded</h3><p>You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.</p><h3 class=\"title\">Doomed</h3><p>Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.</p><p>Your doomed value decreases by 1 each time you get a full night's rest.</p><h2 class=\"title\">Death</h2><p>After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the <em>@UUID[Compendium.pf2e.spells-srd.kqhPt9344UkcGVYO]</em> ritual or the <em>@UUID[Compendium.pf2e.spells-srd.IkGYwHRLhkuoGReG]</em> spell.</p><h2 class=\"title\">Heroic Recovery</h2><p>If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value.</p><h2 class=\"title\">Death Effects and Instant Death</h2><p>Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points.</p><h2 class=\"title\">Massive Damage</h2><p>You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow.</p><h2 class=\"title\">Temporary Hit Points</h2><p>Some spells or abilities give you temporary Hit Points. Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"kAMseeY0TewNmnLQ","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.kAMseeY0TewNmnLQ"}},"image":{},"name":"Deep Backgrounds","sort":787794,"src":null,"system":{},"text":{"content":"<h1>Deep Backgrounds</h1><p>The decision of a character background is not necessarily a complicated one; the player simply selects from the available background options to reflect their character's life before adventuring. While this is a good method for determining a character's backstory, some players might want more insight into their character's early life or family.</p><h2>Using Deep Backgrounds</h2><p>This variant replaces Step 4 of Character Creation. The player rolls on the tables in this section to determine their character's family background, homeland, major childhood event, influential associate, relationships, and drawbacks. Each element of the player's background adds options to the final list of ability boosts, skills, feats, and other options that their background can grant. The player writes these options down as they build their character's background. At the end of the process, they select the following from among the options written down.</p><ul><li>Two ability boosts, each to a different ability score.</li><li>Training in a skill.</li><li>One skill feat (or possibly another feat or piece of equipment). If the player chooses a skill feat, they become trained in its prerequisite skill, or one of its possible prerequisite skills if it has multiple (such as @UUID[Compendium.pf2e.feats-srd.IlOQuCQIhjJpig3S]). If the random results include a feat that isn't a skill feat and the player selects that feat, they don't gain training in a skill. If they choose a piece of equipment instead of a skill feat, the entry indicates what skill training, if any, they receive.</li></ul><h3>Rerolling and Selecting</h3><p>At your discretion, the players don't have to be bound by any results from the following tables. Depending on how your group wants to use deep backgrounds, players can reroll any result they don't like, or even select a specific option from a table that fits their emerging vision of their character. However, if you allow players to reroll or directly select options (and potentially even if you don't), you might want to exclude options that grant feats other than skill feats; these options are unusual enough that they might put too much pressure on players to select only these options. Note that the following tables reflect the <em>Core Rulebook</em> and the Age of Lost Omens setting—if your game takes place in a different setting, feel free to adjust the tables or allow players to select the options that best fit your setting.</p><h2>Generating Deep Backgrounds</h2><p>As a player, follow the steps below to generate your character's deep background.</p><h3>Step 1: Family Background</h3><p>The word family means something different to everyone. You might have a biological family, adopted family, stepfamily, or any other kind and combination you choose; family bonds come in all types. To determine the number of family members you grew up with as an active part of your life, roll 1d% on the following table. Use the medium family for most ancestries, small if you're a half-elf or half-orc, and large if you're a goblin or halfling. For ancestries other than those in the <em>Core Rulebook</em>, use the column that best suits the ancestry. It's up to you whether these family members are parents, siblings, grandparents, or other close relatives.</p><table class=\"pf2-table\"><caption><strong>TABLE: FAMILY SIZE</strong></caption><tbody><tr><td><strong>[[/r d100]]</strong></td><th><strong>Small Family</strong></th><th><strong>Medium Family</strong></th><th><strong>Large Family</strong></th></tr><tr><td>1-4</td><td>0</td><td>0</td><td>0</td></tr><tr><td>5-8</td><td>0</td><td>0</td><td>1</td></tr><tr><td>9-20</td><td>0</td><td>0</td><td>2</td></tr><tr><td>21-34</td><td>0</td><td>1</td><td>3</td></tr><tr><td>35-39</td><td>1</td><td>2</td><td>3</td></tr><tr><td>40-50</td><td>1</td><td>2</td><td>4</td></tr><tr><td>51-60</td><td>2</td><td>3</td><td>4</td></tr><tr><td>61-65</td><td>2</td><td>3</td><td>5</td></tr><tr><td>66-69</td><td>2</td><td>4</td><td>5</td></tr><tr><td>70-78</td><td>3</td><td>4</td><td>5</td></tr><tr><td>79-80</td><td>4</td><td>4</td><td>6</td></tr><tr><td>81-87</td><td>4</td><td>5</td><td>6</td></tr><tr><td>88-90</td><td>5</td><td>5</td><td>6</td></tr><tr><td>91-93</td><td>5</td><td>6</td><td>7</td></tr><tr><td>94-95</td><td>6</td><td>6</td><td>7</td></tr><tr><td>96-97</td><td>6</td><td>7</td><td>7</td></tr><tr><td>98-99</td><td>7</td><td>7</td><td>8+</td></tr><tr><td>100</td><td>8+</td><td>8+</td><td>8+</td></tr></tbody></table><ul><li>If you grew up with no family, you had to learn to survive on your own. Add a Strength ability boost and a Constitution ability boost to your options.</li><li>If you grew up with one or two family members, your closeness to them made you highly aware of their feelings, and you. Add an Intelligence ability boost and a Wisdom ability boost to your options.</li><li>If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options.</li></ul><h3>Step 2: Homeland</h3><p>Where you grew up is highly formative. Roll on the following table to determine the nature of your homeland. If your character is a dwarf, subtract 3; if an elf, add 2; if a goblin, subtract 4. For ancestries other than those in the Core Rulebook, apply a modifier that best suits the ancestry, if needed. Work with your GM to flesh your homeland out in further detail. With any of these options, you add a Lore skill based on your homeland's terrain to your background options, such as Forest Lore for a wooded frontier or Absalom Lore if you grew up in that city.</p><table class=\"pf2-table\"><caption><strong>TABLE: HOMELAND</strong></caption><tbody><tr><td><p><strong>[[/r d20]]</strong></p><p></p></td><th><strong>Result</strong></th></tr><tr><td>1 or less</td><td><strong>Underground</strong> You grew up in a partly or wholly underground region, such as a human mining town, a goblin warren, or a dwarf-held cavern. Add Engineering Lore, Labor Lore, and Mining Lore to your background options.</td></tr><tr><td>2-3</td><td><strong>Frontier</strong> You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add Farming Lore, Fishing Lore, Hunting Lore, Scouting Lore, and Lore pertaining to a type of creature that threatened your homeland regularly (such as Giant Lore) to your background options.</td></tr><tr><td>4-5</td><td><strong>Trade Town People</strong> frequently passed through your homeland. You might have been raised near a major thoroughfare or crossroads, or in a small trade town. Add Accounting Lore, Guild Lore, Mercantile Lore, Stabling Lore, and Lore of a common ancestry (such as Dwarf Lore) to your background options.</td></tr><tr><td>6-7</td><td><strong>Simple Village</strong> You were raised in a sleepy village such as a bucolic gnome hamlet, a close-knit human town, or an established goblin fort. Add Herbalism Lore, Midwifery Lore, Milling Lore, Tanning Lore, and Lore of a type of food, drink, or product the village was known for producing (such as Alcohol Lore or Wagon Lore) to your background options.</td></tr><tr><td>8-9</td><td><strong>Cosmopolitan City</strong> You were raised in a community where no single ancestry predominated. This might have created tensions, but the community might also have pulled together from diverse foundations. Add Art Lore, Guild Lore, Legal Lore, and Underworld Lore to your background options.</td></tr><tr><td>10-11</td><td><strong>Metropolis</strong> You grew up in one of the largest cities in the world, such as Absalom or Westcrown. Add Architecture Lore, Gladiatorial Lore, Guild Lore, Legal Lore, and Theater Lore to your background options.</td></tr><tr><td>12</td><td><strong>Front Lines</strong> You grew up in a homeland torn by war. Even if you didn't personally participate, it was never far away. Add Heraldry Lore, Scouting Lore, and Warfare Lore to your background options.</td></tr><tr><td>13-14</td><td><strong>Itinerant</strong> You never had a single place to call home. You might have been part of a nomadic caravan, a traveling group of entertainers, or a smuggling ring. Add Circus Lore, Fortune-Telling Lore, Games Lore, Labor Lore, and Underworld Lore to your background options.</td></tr><tr><td>15</td><td><strong>Another Ancestry's Settlement</strong> Randomly determine another common ancestry; you grew up surrounded by that ancestry. Reroll on this table (with a modifier for the new ancestry, if applicable) to determine the type of community in which you grew up (for example, if your gnome grew up among dwarves and rolls a 3, they grew up underground). Add the @UUID[Compendium.pf2e.feats-srd.ihN8gkHSdPG9Trte] feat and the Lore skill related to your adopted ancestry (such as Dwarf Lore) to your background options. If you select this feat instead of a skill feat, you aren't trained in a background skill.</td></tr><tr><td>16</td><td><strong>Coastal Community</strong> You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add Fishing Lore, Sailing Lore, and Lore of a specific type of sea creature (such as Shark Lore) to your background options.</td></tr><tr><td>17-18</td><td><strong>Religious Community</strong> You were raised in a community of religious scholars, such as the town around an abbey, a remote elven forest shrine, or a dwarven temple-city. Add Art Lore, Scribing Lore, Lore about a deity that was the focus or enemy of your community (such as @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI] Lore), and Lore about a plane (other than the Material Plane) where that deity resides to your background options.</td></tr><tr><td>19+</td><td><strong>Academic Community</strong> You were raised in or near a university, academy, or other center of learning. Add Academia Lore, Genealogy Lore, Library Lore, and Scribing Lore to your background options.</td></tr></tbody></table><h3>Step 3: Major Childhood Event</h3><p>During your childhood, you were influenced by a significant event that helped shape the person you became. Roll on the table below to determine the type of event that shaped you.</p><table class=\"pf2-table\"><tbody><tr></tr></tbody></table><table class=\"pf2-table\"><caption><strong>TABLE: MAJOR CHILDHOOD EVENT</strong></caption><tbody><tr><td><strong>[[/r 1d20]]</strong></td><th><strong>Result</strong></th></tr><tr><td>1</td><td><strong>Abandoned in a Distant Land</strong> Due to some mischance (such as wandering off while on a trip or being press-ganged onto a seagoing ship), you had to survive in a distant land for a while. Add the @UUID[Compendium.pf2e.feats-srd.P9HCz0uR6xPHuw72] skill feat to your background options.</td></tr><tr><td>2</td><td><strong>Academy Trained</strong> You attended an academy where you studied a number of topics and skills. Whether you were a studious pupil or a dropout, the academy was your home for a good portion of your formative years. Add the @UUID[Compendium.pf2e.feats-srd.BocFD2KV0qgUC76x] skill feat to your background options. If you select Additional Lore as your skill feat, instead of becoming trained in Lore, you become trained in your choice of Arcana, Occultism, or Society.</td></tr><tr><td>3</td><td><strong>Attained a Magical Gift</strong> When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. Add the @UUID[Compendium.pf2e.feats-srd.blMeVamjGz4ODWxq] skill feat to your background options.</td></tr><tr><td>4</td><td><strong>Betrayed</strong> A friend or family member whom you trusted more than anyone else betrayed you. Add the skill feat to your background options.</td></tr><tr><td>5</td><td><strong>Bullied</strong> In your early life, you were often picked on. The callousness of bullies sharpened your resolve to stand up for yourself and others. Add the skill feat to your background options.</td></tr><tr><td>6</td><td><strong>Captured by Giants</strong> You were captured by marauding giants and fought your way free. Add the @UUID[Compendium.pf2e.feats-srd.KxaYlC50zzHysJj8] skill feat to your background options.</td></tr><tr><td>7</td><td><strong>Claimed an Inheritance</strong> You were bequeathed great wealth or property at an early age. You retained some of it; add a piece of common adventuring gear worth 15 gp or less to your background options. If you select it instead of a skill feat, you are trained in Society.</td></tr><tr><td>8</td><td><strong>Died</strong> You died or came so close that you walked the boundary between life and death. Add the @UUID[Compendium.pf2e.feats-srd.I0BhPWqYf1bbzEYg] feat to your background options. If you select it instead of a skill feat, you aren't trained in a background skill.</td></tr><tr><td>9</td><td><strong>Fell In with a Bad Crowd</strong> In your youth, you ran with a criminal element: a gang, thieves' guild, or similar organization. Add the @UUID[Compendium.pf2e.feats-srd.t3btih0O5RUwWynt] skill feat to your background options.</td></tr><tr><td>10</td><td><strong>Had an Ordinary Childhood</strong> Your childhood was fairly ordinary, with no major catastrophe—a stark contrast to most adventurers. Add the @UUID[Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0] skill feat for a skill of your choice to your background options.</td></tr><tr><td>11</td><td><strong>Had Your First Kill</strong> You've had blood on your hands since your youth, when you first took the life of another. You still have the weapon you used for the deed; add a common weapon worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in Athletics.</td></tr><tr><td>12</td><td><strong>Kidnapped</strong> You were kidnapped at some point in your childhood and had to escape, perhaps by pirates, slavers, a cult, or someone else. Add the @UUID[Compendium.pf2e.feats-srd.3G8xUlgCjRmRJNfP] skill feat to your background options.</td></tr><tr><td>13</td><td><strong>Lost in the Wilderness</strong> Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the @UUID[Compendium.pf2e.feats-srd.tGIXuk0XeWmG04CX] skill feat to your background options.</td></tr><tr><td>14</td><td><strong>Met a Fantastic Creature</strong> When you were a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. Add the @UUID[Compendium.pf2e.feats-srd.MjQyTcV8Jiv1Jtln] skill feat to your background options.</td></tr><tr><td>15</td><td><strong>Raided</strong> A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in Medicine.</td></tr><tr><td>16</td><td><strong>Robbed</strong> Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the skill feat to your background options.</td></tr><tr><td>17</td><td><strong>Survived a Disaster</strong> You witnessed and survived a major disaster in your childhood years—such as a great fire, flood, earthquake, volcano, or storm—by relying on what was at hand. Add the @UUID[Compendium.pf2e.feats-srd.ASy9AKEIRxPYUi5o] skill feat to your background options.</td></tr><tr><td>18</td><td><strong>Trained by a Mentor</strong> A mentor or patron took an interest in your development and volunteered to train or sponsor you. Add the @UUID[Compendium.pf2e.feats-srd.sMm0UfYxEPpq2Yzd] skill feat to your background options.</td></tr><tr><td>19</td><td><strong>Witnessed War</strong> You grew up against the backdrop of a major military conflict that affected much of your childhood world. Add the @UUID[Compendium.pf2e.feats-srd.wYerMk6F1RZb0Fwt] skill feat to your background options.</td></tr><tr><td>20</td><td><strong>Won a Competition</strong> You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high-stakes gambling, or something more mundane, like an eating contest. Add the @UUID[Compendium.pf2e.feats-srd.7LB00jkh6JaJr3vS] skill feat to your background options.</td></tr></tbody></table><h3>Step 4: Influential Associate</h3><p>You may have had several people who played key roles in developing their skills and personality, but one likely stands out as the most influential. Use one of the results below as a template to develop an NPC in deeper detail. Work with your GM to determine the current fate of this NPC and whether you can still call upon the NPC for aid.</p><table class=\"pf2-table\"><caption><strong>TABLE: INFLUENTAL ASSOCIATE</strong></caption><tbody><tr><td><strong>[[/r 1d20]]</strong></td><th><strong>Result</strong></th></tr><tr><td>1</td><td><strong>The Academic</strong> One of your associates had a thirst for knowledge that could never be satisfied with simple answers. Through this association, you developed a keen appreciation for numbers, geometry, logic, hard study, and problem-solving. Add an Intelligence ability boost to your background options.</td></tr><tr><td>2</td><td><strong>The Boss</strong> You once gained employment under a powerful individual with far-reaching influence. When the boss spoke up, everyone listened. This could have been a military commander, village leader, guild head, or gang boss. From the boss, you learned how to make people listen and keep them in line. Add a Charisma ability boost to your background options.</td></tr><tr><td>3</td><td><strong>The Champion</strong> You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed a competitive spirit that continues to drive you in everything you do. Add a Strength ability boost to your background options.</td></tr><tr><td>4</td><td><strong>The Confidante</strong> You could tell this person anything. They know your deepest secrets and vulnerabilities just as you know theirs, and thinking critically about another's perspective became second nature to you. Add an Intelligence ability boost to your background options.</td></tr><tr><td>5</td><td><strong>The Crafter</strong> One of your major influences cherished perfection through art. From this person, you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. Add an Intelligence ability boost to your background options.</td></tr><tr><td>6</td><td><strong>The Criminal</strong> One of your associates committed crimes regularly. They regaled you with many stories of daring robberies and break-ins—perhaps even murders. You learned what you know of the criminal element from this friend. Add a Dexterity ability boost to your background options.</td></tr><tr><td>7</td><td><strong>The Dead One</strong> One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Through this strange relationship, you learned of its mortal life, giving you perspective on your own life. Add a Constitution ability boost to your background options.</td></tr><tr><td>8</td><td><strong>The Fiend</strong> You dealt with, or were possessed by, a fiend who lent you power at a time of great need. Some part of it remains inside you, influencing you toward destructive ends. Add a Strength ability boost to your background options.</td></tr><tr><td>9</td><td><strong>The Fool</strong> One of your close associates mocked propriety and custom, engaging in wild and somewhat random actions from time to time. After a while, you learned there was simple wisdom to this foolery—a careless worldview that taught you to cast off concern. Add a Wisdom ability boost to your background options.</td></tr><tr><td>10</td><td><strong>The Hunter</strong> This person was a lone wolf who cautiously allowed you to become a member of their solitary pack. They taught you how to remain quick and thrive on your own in spite of natural dangers. Add a Dexterity ability boost to your background options.</td></tr><tr><td>11</td><td><strong>The Liege Lord</strong> You became close with someone you were bound to serve, be it an employer, minor lord or lady, or even a king or queen. Though this person held power over you, they held you closer than a subject or servant. As a result, you're used to dealing with and being close to power. Add a Charisma ability boost to your background options.</td></tr><tr><td>12</td><td><strong>The Lover</strong> You had a romantic connection in your past, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions, even though your thoughts still stray toward that special someone from long ago. Add a Charisma ability boost to your background options.</td></tr><tr><td>13</td><td><strong>The Mentor</strong> You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you your heroic abilities, or simply a kindred spirit who helped form your worldview. Add a Constitution ability boost to your background options.</td></tr><tr><td>14</td><td><strong>The Mercenary</strong> With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options.</td></tr><tr><td>15</td><td><strong>The Mystic</strong> You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options.</td></tr><tr><td>16</td><td><strong>The Pariah</strong> You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options.</td></tr><tr><td>17</td><td><strong>The Relative</strong> You were especially close to a specific relative growing up. To you, this person was the meaning of family. They helped shepherd you into adulthood, teaching you everything you know about the world. You resolutely strive to keep a promise, vow, or oath that you made to them. Add a Constitution ability boost to your background options.</td></tr><tr><td>18</td><td><strong>The Seer</strong> You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. The seer's influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options.</td></tr><tr><td>19</td><td><strong>The Wanderer</strong> You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, merchant, outcast, mercenary, or sailor. This person brought you wondrous mementos and inspired a wanderlust within you. Add a Dexterity ability boost to your background options.</td></tr><tr><td>20</td><td><strong>The Well-Connected Friend</strong> In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options.</td></tr></tbody></table><h3>Step 5: Relationships</h3><p>This aspect of background generation determines the relationships you have with the other PCs and why your character might choose to adventure with them. This step is best performed when the entire group is sitting together and can generate and discuss these connections with each other. You should select another character and roll on the first table to generate an inspiring connection, then determine a different character and roll on the second table to generate a challenging connection. You might choose these characters randomly, or the group might decide that each character has an inspiring connection with the character of the player sitting to the left and a challenging connection with the character of the player sitting to the right.</p><p>Other players can reject a relationship connection they don't feel fits with their vision of their own character; in this case, pick another character or a different relationship. Even though you and the other characters share a connection, only you add the skill feats from the relationships you roll to your background options.</p><table class=\"pf2-table\"><caption><strong>TABLE: INSPIRING RELATIONSHIP</strong></caption><tbody><tr><td><strong>[[/r 1d12]]</strong></td><th><strong>Result</strong></th></tr><tr><td>1</td><td><strong>Animal Helpers</strong> When you and this character were younger, you worked together to nurse sick animals back to health. Add the @UUID[Compendium.pf2e.feats-srd.nowEaHgIyij7im8F] skill feat to your background options.</td></tr><tr><td>2</td><td><strong>Comrade-in-Arms</strong> You and this character were once comrades in military service, and you trained yourself and this character to improve your physical fitness. Add the @UUID[Compendium.pf2e.feats-srd.W6Gl9ePmItfDHji0] skill feat for Athletics to your background options.</td></tr><tr><td>3</td><td><strong>Desperate Intimidation</strong> You had to frighten off pirates or slavers looking to capture you and this character. Add the @UUID[Compendium.pf2e.feats-srd.gUqvezs2zzoTXFAI] skill feat to your background options.</td></tr><tr><td>4</td><td><strong>Homelessness</strong> At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the @UUID[Compendium.pf2e.feats-srd.X2jGFfLU5qI5XVot] skill feat to your background options.</td></tr><tr><td>5</td><td><strong>Kindly Witch</strong> This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the @UUID[Compendium.pf2e.feats-srd.WC4xLBGmBsdOdHWu] skill feat to your background options.</td></tr><tr><td>6</td><td><strong>Liberators</strong> You and this character worked together to free some captives—including one of your friends or relatives—from a gang of slavers. Add the @UUID[Compendium.pf2e.feats-srd.HEBXaS656MZTiWFu] skill feat to your background options.</td></tr><tr><td>7</td><td><strong>Magician</strong> This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the @UUID[Compendium.pf2e.feats-srd.hVZbnsDuXihggylt] skill feat to your background options.</td></tr><tr><td>8</td><td><strong>Missing Child</strong> When a young relative disappeared in a busy market, this character helped you question merchants and shoppers and find the child before they came to any harm. Add the @UUID[Compendium.pf2e.feats-srd.4RjDxgvNXNl5GG9d] skill feat to your background options.</td></tr><tr><td>9</td><td><strong>Patron of the Arts</strong> This character encouraged you to excel at a type of performance you loved, even going so far as to support you in lean times. Add the @UUID[Compendium.pf2e.feats-srd.lFwfUvH2708rl6i3] skill feat to your background options.</td></tr><tr><td>10</td><td><strong>Religious Students</strong> You and this character shared some religious training in the past, even if you didn't stick with it, and you admired their piety. Add the @UUID[Compendium.pf2e.feats-srd.x7EMZNMavris2aHY] skill feat to your background options.</td></tr><tr><td>11</td><td><strong>Timely Cure</strong> When a family member of yours was dying and there didn't seem to be much hope, this character brought a simple but effective alchemical cure. You are determined to pay this favor forward. Add the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] skill feat to your background options.</td></tr><tr><td>12</td><td><strong>Wasteland Survivors</strong> You and this character were lost in a dangerous wasteland together and depended upon each other for survival; you're still not certain that either of you would have survived the ordeal without the other's aid. Add the @UUID[Compendium.pf2e.feats-srd.8qebBeOJsyRIchcu] skill feat to your background options.</td></tr></tbody></table><table class=\"pf2-table\"><caption><strong>TABLE: CHALLENGING RELATIONSHIP</strong></caption><tbody><tr><td><strong>[[/r 1d12]]</strong></td><th><strong>Result</strong></th></tr><tr><td>1</td><td><strong>Accidental Fall</strong> This character once inadvertently shoved you off a ledge or balcony. You're mostly certain it was a mistake, but the fall was terrifying, and you've resolved to never be caught unaware like that again. Add the @UUID[Compendium.pf2e.feats-srd.LQw0yIMDUJJkq1nD] skill feat to your background options.</td></tr><tr><td>2</td><td><strong>Accusation of Theft</strong> You were once secretly certain that this character stole a cherished valuable from you. You were determined to steal it back, until you learned that this character wasn't in fact to blame and you'd only misplaced the item. Add the @UUID[Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ] skill feat to your background options.</td></tr><tr><td>3</td><td><strong>Called Before Judges</strong> Information provided by this character—either intentionally or inadvertently given—required you to justify yourself in front of a group of bureaucrats or magistrates. Add the @UUID[Compendium.pf2e.feats-srd.KpFetnUqTiweypZk] skill feat to your background options.</td></tr><tr><td>4</td><td><strong>Matter of Might</strong> You have long considered this character your rival in a question of strength. You are determined to prove yourself to be mightier, perhaps by intelligent application of force if you aren't physically imposing. Add the @UUID[Compendium.pf2e.feats-srd.C0Tcelg3BAPhML6J] skill feat to your background options.</td></tr><tr><td>5</td><td><strong>Mercantile Expertise</strong> To encourage an employer to hire you instead of this character, you worked hard to demonstrate your keen mercantile sense. It didn't work; the employer hired this character anyway. Add the @UUID[Compendium.pf2e.feats-srd.5nc5ridFBfYpn2Om] skill feat to your background options.</td></tr><tr><td>6</td><td><strong>Privileged Position</strong> You once sought the favor of a powerful spellcaster as a mentor, but this character was plainly the mentor's favorite, no matter how hard you tried. Add the @UUID[Compendium.pf2e.feats-srd.IlOQuCQIhjJpig3S] skill feat to your background options.</td></tr><tr><td>7</td><td><strong>Relationship Ender</strong> You once warned off an admirer seeking this character's affections. You still maintain that the match would have been a poor one and that you did this character a favor. Add the @UUID[Compendium.pf2e.feats-srd.ar2DUlvDK4LDcH9J] skill feat to your background options.</td></tr><tr><td>8</td><td><strong>Rival Trackers</strong> You and this character worked for a time as rival hunters, whether tracking animals or escaped criminals. Add the skill feat to your background options.</td></tr><tr><td>9</td><td><strong>Seeking Accolades</strong> You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the @UUID[Compendium.pf2e.feats-srd.xqAdXRd2gSQcqp5E] skill feat to your background options.</td></tr><tr><td>10</td><td><strong>Slander</strong> You and this character were rivals for the same person's affections, and you stooped to spreading vicious lies before the whole situation fell apart. Add the @UUID[Compendium.pf2e.feats-srd.B6HbYsLBWb1RR6Fx] skill feat to your background options.</td></tr><tr><td>11</td><td><strong>Social Maneuvering</strong> You have always wanted to prove yourself better than this character in a fancy social situation but have yet to decisively do so. Add the @UUID[Compendium.pf2e.feats-srd.JtjnFsOToBLnSRO9] skill feat to your background options.</td></tr><tr><td>12</td><td><strong>Spy</strong> You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the @UUID[Compendium.pf2e.feats-srd.yUuU9xyotrpwpTyC] skill feat to your background options.</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Edn6qQNVcEVpkhPl","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.Edn6qQNVcEVpkhPl"}},"image":{},"name":"Detecting Creatures","sort":717774,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>Detecting Creatures</strong></caption><tbody><tr><td>@UUID[Compendium.pf2e.conditionitems.1wQY3JYyhMYeeV2G]</td><td>A creature you're observed by knows where you are and can target you normally.</td></tr><tr><td><strong>@UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W]</strong></td><td>A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with a non-area effect.</td></tr><tr><td><strong>@UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC]</strong></td><td>A creature you're hidden from knows the space you're in. It is flat-footed to you, and must succeed at a DC 11 flat check to affect you. You can Hide to become hidden, and Seek to find hidden creatures.</td></tr><tr><td><strong>@UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf]</strong></td><td>When you are undetected by a creature, it's flat-footed to you, can't see you, has no idea what space you occupy, and can't target you. It can try to guess your square by picking a square and attempting an attack. This works like targeting a hidden creature, but the flat check and attack roll are rolled in secret by the GM.</td></tr><tr><td><strong>@UUID[Compendium.pf2e.conditionitems.9evPzg9E6muFcoSk]</strong></td><td>A creature you're unnoticed by is totally unaware of your presence.</td></tr><tr><td><strong>@UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML]</strong></td><td>You're undetected by everyone. You can't become observed while invisible except via special abilities or magic.</td></tr></tbody></table><p>There are three conditions that measure the degree to which you can sense a creature: @UUID[Compendium.pf2e.conditionitems.1wQY3JYyhMYeeV2G], @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC], and @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf]. However, the @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] and @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML] conditions can partially mask a creature, and the @UUID[Compendium.pf2e.conditionitems.9evPzg9E6muFcoSk] condition indicates you have no idea a creature is around.</p><p>With the exception of invisible, these conditions are relative to the viewer—it's possible for a creature to be @UUID[Compendium.pf2e.conditionitems.1wQY3JYyhMYeeV2G] to you but @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.</p><p>Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to @UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4] away. Or you might think a creature can't see you in the dark, but it has darkvision.</p><p>You can attempt to avoid detection by using the Stealth skill to @UUID[Compendium.pf2e.actionspf2e.IE2nThCmoyhQA0Jn], @UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa], or @UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4], or by using Deception to @UUID[Compendium.pf2e.actionspf2e.GkmbTGfg8KcgynOA].</p><h3>Observed</h3><p>In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are @UUID[Compendium.pf2e.conditionitems.1wQY3JYyhMYeeV2G]. Observing requires a precise sense, which for most creatures means sight, but see the @UUID[.jEf21wTIEXzGtPU6]{Detecting with Other Senses} sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC], @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf], or @UUID[Compendium.pf2e.conditionitems.9evPzg9E6muFcoSk], and you'll need to factor in the targeting restrictions. Even if a creature is @UUID[Compendium.pf2e.conditionitems.1wQY3JYyhMYeeV2G], it might still be @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W].</p><h3>Hidden</h3><p>A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] or the creature is under the effects of <em>@UUID[Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB]</em>, but you used the @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] basic action to determine its general location based on hearing alone. Regardless of the specifics, you're @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] to a @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] creature.</p><p>When targeting a @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain flat-footed to the creature, whether you successfully target it or not.</p><h3>Undetected</h3><p>If a creature is @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf], you don't know what space it occupies, you're @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] to it, and you can't easily target it. Using the @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] basic action can help you find an @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] creature, usually making it @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] from you instead of @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf]. If a creature is @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf], that doesn't necessarily mean you're unaware of its presence—you might suspect an @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] creature is in the room with you, even though you're unable to find its space. The unnoticed condition covers creatures you're entirely unaware of.</p><p>Targeting an @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] creatures are subject to area effects normally.</p><p>For instance, suppose an enemy elf wizard cast <em>@UUID[Compendium.pf2e.spells-srd.XXqE1eY3w3z6xJCB]</em> and then @UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4]{Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!</p><h3>Unnoticed</h3><p>If you have no idea a creature is even present, that creature is @UUID[Compendium.pf2e.conditionitems.9evPzg9E6muFcoSk] by you. A creature that is @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf] might also be @UUID[Compendium.pf2e.conditionitems.9evPzg9E6muFcoSk]. This condition usually matters for abilities that can be used only against targets totally unaware of your presence.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"jEf21wTIEXzGtPU6","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.jEf21wTIEXzGtPU6"}},"image":{},"name":"Detecting with Other Senses","sort":718360,"src":null,"system":{},"text":{"content":"<p>If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even invisible in the area of a silence spell.</p>\n<h3><p>Using Stealth with Other Senses</p></h3>\n<p>The Stealth skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable Stealth action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.</p><p>In some cases, rolling a Dexterity-based Stealth skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the Stealth check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check.</p>","format":1},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"act12TfHpnKx6ZTu","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.act12TfHpnKx6ZTu"}},"image":{},"name":"Different Size Items","sort":770942,"src":null,"system":{},"text":{"content":"<p>Creatures of sizes other than Small or Medium need items appropriate to their size. These items have different Bulk and possibly a different Price. The table below provides the Price and Bulk conversion for such items.</p><p>For example, a morningstar sized for a Medium creature has a Price of 1 gp and 1 Bulk, so one made for a Huge creature has a Price of 4 gp and 4 Bulk. One made for a Tiny creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.</p><p>Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a Medium creature.</p><p>Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on the table below, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information.</p><table class=\"pf2-table\"><tbody><tr><th><strong>Creature Size</strong></th><th><strong>Price</strong></th><th><strong>Bulk</strong></th><th><strong>Light Becomes</strong></th><th><strong>Negligible Becomes</strong></th></tr><tr><td>Tiny</td><td>Standard</td><td>Half*</td><td>none</td><td>-</td></tr><tr><td>Small or Med.</td><td>Standard</td><td>Standard</td><td>L</td><td>-</td></tr><tr><td>Large</td><td>x2</td><td>x2</td><td>1 Bulk</td><td>L</td></tr><tr><td>Huge</td><td>x4</td><td>x4</td><td>2 Bulk</td><td>1 Bulk</td></tr><tr><td>Gargantuan</td><td>x8</td><td>x8</td><td>4 Bulk</td><td>2 Bulk</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"dRu66xNqJ9Ihe1or","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.dRu66xNqJ9Ihe1or"}},"image":{},"name":"Difficulty Classes","sort":770509,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>SIMPLE DC</strong></caption><tbody><tr><th><strong>Task Difficulty</strong></th><th><strong>Simple DC</strong></th></tr><tr><td><strong>Untrained</strong></td><td>10</td></tr><tr><td><strong>Trained</strong></td><td>15</td></tr><tr><td><strong>Expert</strong></td><td>20</td></tr><tr><td><strong>Master</strong></td><td>30</td></tr><tr><td><strong>Legendary</strong></td><td>40</td></tr></tbody></table><table class=\"pf2-table\"><caption><strong>DC ADJUSTMENTS</strong></caption><tbody><tr><th><strong>Difficulty</strong></th><th><strong>Adjustment</strong></th><th><strong>Rarity</strong></th></tr><tr><td><strong>Incredibly Easy</strong></td><td>-10</td><td>-</td></tr><tr><td><strong>Very Easy</strong></td><td>-5</td><td>-</td></tr><tr><td><strong>Easy</strong></td><td>-2</td><td>-</td></tr><tr><td><strong>Hard</strong></td><td>+2</td><td>Uncommon</td></tr><tr><td><strong>Very Hard</strong></td><td>+5</td><td>Rare</td></tr><tr><td><strong>Incredibly Hard</strong></td><td>10</td><td>Unique</td></tr></tbody></table><table class=\"pf2-table\"><caption><strong>DCS BY LEVEL</strong></caption><thead><tr><th>Level</th><th>DC</th><th>Level</th><th>DC</th></tr></thead><tbody><tr><td><strong>0</strong></td><td>14</td><td><strong>13</strong></td><td>31</td></tr><tr><td><strong>1</strong></td><td>15</td><td><strong>14</strong></td><td>32</td></tr><tr><td><strong>2</strong></td><td>16</td><td><strong>15</strong></td><td>34</td></tr><tr><td><strong>3</strong></td><td>18</td><td><strong>16</strong></td><td>35</td></tr><tr><td><strong>4</strong></td><td>19</td><td><strong>17</strong></td><td>36</td></tr><tr><td><strong>5</strong></td><td>20</td><td><strong>18</strong></td><td>38</td></tr><tr><td><strong>6</strong></td><td>22</td><td><strong>19</strong></td><td>39</td></tr><tr><td><strong>7</strong></td><td>23</td><td><strong>20</strong></td><td>40</td></tr><tr><td><strong>8</strong></td><td>24</td><td><strong>21</strong></td><td>42</td></tr><tr><td><strong>9</strong></td><td>26</td><td><strong>22</strong></td><td>44</td></tr><tr><td><strong>10</strong></td><td>27</td><td><strong>23</strong></td><td>46</td></tr><tr><td><strong>11</strong></td><td>28</td><td><strong>24</strong></td><td>48</td></tr><tr><td><strong>12</strong></td><td>30</td><td><strong>25</strong></td><td>50</td></tr></tbody></table><table class=\"pf2-table\"><caption><strong>SPELL DCS BY LEVEL</strong></caption><tbody><tr><th><strong>Spell Level</strong></th><th><strong>DC</strong></th></tr><tr><td><strong>1st</strong></td><td>15</td></tr><tr><td><strong>2nd</strong></td><td>18</td></tr><tr><td><strong>3rd</strong></td><td>20</td></tr><tr><td><strong>4th</strong></td><td>23</td></tr><tr><td><strong>5th</strong></td><td>26</td></tr><tr><td><strong>6th</strong></td><td>28</td></tr><tr><td><strong>7th</strong></td><td>31</td></tr><tr><td><strong>8th</strong></td><td>34</td></tr><tr><td><strong>9th</strong></td><td>36</td></tr><tr><td><strong>10th</strong></td><td>39</td></tr></tbody></table><p>As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.</p><h2 class=\"title\">Simple DCs</h2><p>Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10-4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task). If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.</p><p>Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.</p><h2 class=\"title\">Level-Based DCs</h2><p>When you're determining a skill DC based on something that has a level, use Table 10-5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1-10 scale, use the Spell Level column for them.</p><p>Use these DCs when a PC needs to Identify a Spell or Recall Knowledge about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!</p><p>Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.</p><h2>Adjusting Difficulty</h2><p>You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it. Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of -10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10. You'll often apply the adjustments for uncommon, rare, or unique subjects.</p><p>The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.</p><p>You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an Occultism check to Identify the Magic to 19, based on Table 10-5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Arcana and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.</p><h3 class=\"title\">Group Attempts</h3><p>The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels. At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters.</p><h2 class=\"title\">Minimum Proficiency</h2><p>Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of Thievery. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in Arcana to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!</p><p>For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"INYPqM7rs9SNFRba","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.INYPqM7rs9SNFRba"}},"image":{},"name":"Downtime Events","sort":770313,"src":null,"system":{},"text":{"content":"<table><tbody><tr><td><strong>Craft or Earn Income (Crafting)</strong></td></tr><tr><td>-A shipment of important materials is delayed, and the PC must find out why.</td></tr><tr><td>-The PC creates a superlative work, which draws the attention of a collector or museum.</td></tr><tr><td>-The PC discovers a more efficient technique to work a material and must decide to share it or keep it secret.</td></tr><tr><td><strong>Create a Forgery (Society)</strong></td></tr><tr><td>-The format for paperwork the PC is attempting to mimic gets changed, and they must adjust.</td></tr><tr><td>-The paperwork is spoiled by a freak accident, such as a leaky roof above the workshop or a clumsy assistant knocking over beakers of chemicals.</td></tr><tr><td>-A mysterious benefactor provides the PC with special tools or a source document they didn't have, but suggests they'll ask for a favor later to reciprocate.</td></tr><tr><td><strong>Earn Income (General)</strong></td></tr><tr><td>-A fussy client demands multiple rounds of changes throughout the process.</td></tr><tr><td>-An accident at a work site puts someone in danger.</td></tr><tr><td>-Something the PC is working on becomes a fad or hit— demand skyrockets!</td></tr><tr><td>-A visitor is impressed with the PC's work and offers them a more lucrative task in a distant location.</td></tr><tr><td>-Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the bosses.</td></tr><tr><td>-The bosses or guildmasters are doing something illegal and attempt to bribe the PC to look the other way.</td></tr><tr><td>-The PC returns to their work one day to find someone has tampered with what they've done.</td></tr><tr><td><strong>Earn Income (Performance)</strong></td></tr><tr><td>-Due to the performance's success, more shows are added, running the PC ragged.</td></tr><tr><td>-A competing show across town draws away customers.</td></tr><tr><td>-A powerful noble finances a special performance but demands some changes to the contents.</td></tr><tr><td>-One of the PC's fellow performers doesn't show up, but the show must go on!</td></tr><tr><td><strong>Subsist (Survival)</strong></td></tr><tr><td>-Over a long time subsisting in a single area, the PC finds an unknown berry or herb that could be useful for making a new medicine.</td></tr><tr><td>-The PC finds signs indicating some large creature has been foraging as well—possibly a monster.</td></tr><tr><td><strong>Buy and Sell Items</strong></td></tr><tr><td>-The PC sells an item of interest to members of a particular group, who pursue the PC.</td></tr><tr><td>-A merchant sells the PC a fraudulent item.</td></tr><tr><td>-A shop the PCs frequent is in trouble and about to go out of business without help.</td></tr><tr><td>-Someone else offers a higher bid for an item a PC wants, resulting in a negotiation or in the NPC offering a job the PC must perform to claim the item.</td></tr><tr><td><strong>Retrain</strong></td></tr><tr><td>-The PC sustains an injury in physical training.</td></tr><tr><td>-Tapping into new magical powers inflicts a magical curse or creates an odd phenomenon.</td></tr><tr><td>-A retraining instructor falls ill or goes missing.</td></tr><tr><td>-Someone witnesses the PC retraining and asks to join them as they study or practice.</td></tr><tr><td>-The PC's training comes to a halt, and they need to acquire a rare book or something similar to continue.</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"SpWLU1ixQRT6rkUP","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.SpWLU1ixQRT6rkUP"}},"image":{},"name":"Downtime Tasks","sort":770906,"src":null,"system":{},"text":{"content":"<table><tbody><tr><td><strong>Academia, Library, Other Educational Lore</strong></td></tr><tr><td>-Work at a school or library</td></tr><tr><td>-Compile information on a distant land for an expedition</td></tr><tr><td>-Serve as administrator for a school or library</td></tr><tr><td>-Acquire a rare book on dragons for a local noble</td></tr><tr><td><strong>Crafting</strong></td></tr><tr><td>-Make tools for local farmers</td></tr><tr><td>-Brew a crate of healing potions for a local church or hospital</td></tr><tr><td>-Sew a dress for a noble's debutante ball</td></tr><tr><td>-Supply magical weapons for the palace guard corps</td></tr><tr><td><strong>Engineering Lore</strong></td></tr><tr><td>-Assess the fortifications built to protect a town</td></tr><tr><td>-Plan the mechanism for a drawbridge</td></tr><tr><td>-Create schematics for a new mill</td></tr><tr><td><strong>Food or Drink Lore</strong></td></tr><tr><td>-Brew simple ale or cook an ordinary dish for the local inn</td></tr><tr><td>-Identify a dozen bottles of wine</td></tr><tr><td>-Create a showpiece dish for an upcoming festival</td></tr><tr><td>-Create a nine-course meal for a noble banquet</td></tr><tr><td><strong>Genealogy Lore</strong></td></tr><tr><td>-Compile a family tree for a minor noble family</td></tr><tr><td>-Determine next of kin to settle an inheritance dispute</td></tr><tr><td>-Map the web of intermarriages of a sprawling royal family</td></tr><tr><td>-Determine the lineages of an ancient civilization</td></tr><tr><td>-Trace the lost heir of an ancient empire</td></tr><tr><td><strong>Guild Lore</strong></td></tr><tr><td>-Recruit initiates for a guild</td></tr><tr><td>-Identify symbols of an ancient guild in a tome</td></tr><tr><td>-Consult on rearranging a guild's hierarchy</td></tr><tr><td>-Oversee the merger of two guilds or one guild splitting into two</td></tr><tr><td><strong>Herbalism Lore</strong></td></tr><tr><td>-Supply poultices to a physician</td></tr><tr><td>-Prepare herbs for a small restaurant</td></tr><tr><td>-Identify the poisonous plant eaten by a local lord</td></tr><tr><td><strong>Legal Lore</strong></td></tr><tr><td>-Clear some minor red tape</td></tr><tr><td>-Defend someone charged with theft</td></tr><tr><td>-Bring a corrupt noble to justice through the legal system</td></tr><tr><td>-Find loopholes in a contract made with a devil</td></tr><tr><td><strong>Mercantile Lore</strong></td></tr><tr><td>-Price a crate of imported textiles</td></tr><tr><td>-Find the best trade route for a pirate crew to raid</td></tr><tr><td>-Set exchange rates for a trade consortium</td></tr><tr><td><strong>Mining Lore</strong></td></tr><tr><td>-Work a shift in a coal mine</td></tr><tr><td>-Determine where a raw ingot was mined</td></tr><tr><td>-Prospect to find a site for a new mine</td></tr><tr><td><strong>Performance</strong></td></tr><tr><td>-Busk for townsfolk at a street fair</td></tr><tr><td>-Play in the orchestra at an opera</td></tr><tr><td>-Attend a society figure's salon</td></tr><tr><td>-Perform for visiting nobles</td></tr><tr><td>-Impress a visiting maestro to bring glory to your hometown</td></tr><tr><td>-Put on a performance for a patron from another plane</td></tr><tr><td><strong>Politics Lore</strong></td></tr><tr><td>-Lobby for a vote or decision to go a certain way</td></tr><tr><td>-Smear a noble to lower their station</td></tr><tr><td><strong>Sailing Lore</strong></td></tr><tr><td>-Crew a ship on a short voyage</td></tr><tr><td>-Render a ship in dry-dock seaworthy</td></tr><tr><td>-Pilot a ship through monster-infested waters</td></tr><tr><td><strong>Underworld Lore</strong></td></tr><tr><td>-Find out where a stolen item ended up</td></tr><tr><td>-Get someone an audience with the head of a thieves' guild</td></tr><tr><td>-Smuggle a shipment of valuables out of the city</td></tr><tr><td><strong>Warfare Lore</strong></td></tr><tr><td>-Teach a spear fighting class at a dojo</td></tr><tr><td>-Instruct an officer in various military stratagems</td></tr><tr><td>-Advise a general in planning a battlefield offensive</td></tr></tbody></table><p>Players will often look to you for tasks they might take on during downtime, especially if they're looking to Earn Income. You should also interject special events to surprise your players and add interesting scenes. If you need some quick ideas for tasks characters might offer a PC, look at the tables below for inspiration. The Earn Income tasks are arranged with tasks appropriate for low-level PCs first, but most can be adapted to the level you need. For the events, you might need to “zoom out” to focus on a special scene or even a short encounter or adventure.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"aBALUjLyOqXKlhrP","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.aBALUjLyOqXKlhrP"}},"image":{},"name":"Earn Income","sort":716407,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>INCOME EARNED</strong></caption><thead><tr><th>Task Level</th><th>Failure</th><th>Trained</th><th>Expert</th><th>Master</th><th>Legendary</th></tr></thead><tbody><tr><td><strong>0</strong></td><td>1 cp</td><td>5 cp</td><td>5 cp</td><td>5 cp</td><td>5 cp</td></tr><tr><td><strong>1</strong></td><td>2 cp</td><td>2 sp</td><td>2 sp</td><td>2 sp</td><td>2 sp</td></tr><tr><td><strong>2</strong></td><td>4 cp</td><td>3 sp</td><td>3 sp</td><td>3 sp</td><td>3 sp</td></tr><tr><td><strong>3</strong></td><td>8 cp</td><td>5 sp</td><td>5 sp</td><td>5 sp</td><td>5 sp</td></tr><tr><td><strong>4</strong></td><td>1 sp</td><td>7 sp</td><td>8 sp</td><td>8 sp</td><td>8 sp</td></tr><tr><td><strong>5</strong></td><td>2 sp</td><td>9 sp</td><td>1 gp</td><td>1 gp</td><td>1 gp</td></tr><tr><td><strong>6</strong></td><td>3 sp</td><td>1 gp, 5 sp</td><td>2 gp</td><td>2 gp</td><td>2 gp</td></tr><tr><td><strong>7</strong></td><td>4 sp</td><td>2 gp</td><td>2 gp, 5 sp</td><td>2 gp, 5 sp</td><td>2 gp, 5 sp</td></tr><tr><td><strong>8</strong></td><td>5 sp</td><td>2 gp, 5 sp</td><td>3 gp</td><td>3 gp</td><td>3 gp</td></tr><tr><td><strong>9</strong></td><td>6 sp</td><td>3 gp</td><td>4 gp</td><td>4 gp</td><td>4 gp</td></tr><tr><td><strong>10</strong></td><td>7 sp</td><td>4 gp</td><td>5 gp</td><td>6 gp</td><td>6 gp</td></tr><tr><td><strong>11</strong></td><td>8 sp</td><td>5 gp</td><td>6 gp</td><td>8 gp</td><td>8 gp</td></tr><tr><td><strong>12</strong></td><td>9 sp</td><td>6 gp</td><td>8 gp</td><td>10 gp</td><td>10 gp</td></tr><tr><td><strong>13</strong></td><td>1 gp</td><td>7 gp</td><td>10 gp</td><td>15 gp</td><td>15 gp</td></tr><tr><td><strong>14</strong></td><td>1 gp, 5 sp</td><td>8 gp</td><td>15 gp</td><td>20 gp</td><td>20 gp</td></tr><tr><td><strong>15</strong></td><td>2 gp</td><td>10 gp</td><td>20 gp</td><td>28 gp</td><td>28 gp</td></tr><tr><td><strong>16</strong></td><td>2 gp, 5 sp</td><td>13 gp</td><td>25 gp</td><td>36 gp</td><td>40 gp</td></tr><tr><td><strong>17</strong></td><td>3 gp</td><td>15 gp</td><td>30 gp</td><td>45 gp</td><td>55 gp</td></tr><tr><td><strong>18</strong></td><td>4 gp</td><td>20 gp</td><td>45 gp</td><td>70 gp</td><td>90 gp</td></tr><tr><td><strong>19</strong></td><td>6 gp</td><td>30 gp</td><td>60 gp</td><td>100 gp</td><td>130 gp</td></tr><tr><td><strong>20</strong></td><td>8 gp</td><td>40 gp</td><td>75 gp</td><td>150 gp</td><td>200 gp</td></tr><tr><td><strong>20 (critical success)</strong></td><td>—</td><td>50 gp</td><td>90 gp</td><td>175 gp</td><td>300 g</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"lcCPztCqmXpwdmWx","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.lcCPztCqmXpwdmWx"}},"image":{},"name":"Elite/Weak Adjustments","sort":770607,"src":null,"system":{},"text":{"content":"<h3>Elite Adjustment</h3><ul><li>+2 to AC, attack bonus, DCs, saves, Perception, skills.</li><li>+2 to damage for Strikes and offensive abilities, or +4 to abilities that can be used a limited number of times.</li><li>Increase HP using the table below.</li></ul><table class=\"pf2-table\"><tbody><tr><th><strong>Starting Level</strong></th><th><strong>HP Increase</strong></th></tr><tr><td>1 or lower</td><td>10</td></tr><tr><td>2-4</td><td>15</td></tr><tr><td>5-19</td><td>20</td></tr><tr><td>20+</td><td>30</td></tr></tbody></table><h3>Weak Adjustment</h3><ul><li>-2 to AC, attack bonus, DCs, saves, Perception, skills.</li><li>-2 to damage for Strikes and offensive abilities, or +4 to abilities that can be used a limited number of times.</li><li>Decrease HP using the table below.</li></ul><table class=\"pf2-table\"><tbody><tr><th><strong>Starting Level</strong></th><th><strong>HP Decrease</strong></th></tr><tr><td>1-2</td><td>10</td></tr><tr><td>3-5</td><td>15</td></tr><tr><td>6-20</td><td>20</td></tr><tr><td>21+</td><td>30</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"9hfEG4kJmEbrjGS1","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.9hfEG4kJmEbrjGS1"}},"image":{},"name":"Encounter Building & XP Awards","sort":770741,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>Encounter Budget</strong></caption><tbody><tr><th><strong>Difficulty</strong></th><th><strong>XP Budget</strong></th><th><strong>Character Adjustment</strong></th></tr><tr><td><strong>Trivial</strong></td><td>40 or less</td><td>10 or less</td></tr><tr><td><strong>Low</strong></td><td>60</td><td>15</td></tr><tr><td><strong>Moderate</strong></td><td>80</td><td>20</td></tr><tr><td><strong>Severe</strong></td><td>120</td><td>30</td></tr><tr><td><strong>Extreme</strong></td><td>160</td><td>40</td></tr></tbody></table><table class=\"pf2-table\"><caption><strong>XP Awards</strong></caption><tbody><tr><th><strong>Accomplishment</strong></th><th><strong>XP Award</strong></th></tr><tr><td>Minor</td><td>10 XP</td></tr><tr><td>Moderate*</td><td>30 XP</td></tr><tr><td>Major*</td><td>80 XP</td></tr><tr><td colspan=\"2\">*Typically awards a Hero Point as well.</td></tr></tbody></table><p></p><table class=\"pf2-table\"><caption><strong>Level Adjustments</strong></caption><tbody><tr><th><strong>Adversary or Hazard Level</strong></th><th><strong>XP for Simple Hazard</strong></th><th><strong>XP for Creature or Complex Hazard</strong></th></tr><tr><td><strong>Party Level - 4</strong></td><td>2 XP</td><td>10 XP</td></tr><tr><td><strong>Party Level - 3</strong></td><td>3 XP</td><td>15 XP</td></tr><tr><td><strong>Party Level - 2</strong></td><td>4 XP</td><td>20 XP</td></tr><tr><td><strong>Party Level - 1</strong></td><td>6 XP</td><td>30 XP</td></tr><tr><td><strong>Party Level</strong></td><td>8 XP</td><td>40 XP</td></tr><tr><td><strong>Party Level + 1</strong></td><td>12 XP</td><td>60 XP</td></tr><tr><td><strong>Party Level + 2</strong></td><td>16 XP</td><td>80 XP</td></tr><tr><td><strong>Party Level + 3</strong></td><td>24 XP</td><td>120 XP</td></tr><tr><td><strong>Party Level + 4</strong></td><td>32 XP</td><td>160 XP</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"hOsFg2VpnOshaSOi","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.hOsFg2VpnOshaSOi"}},"image":{},"name":"Environmental Damage","sort":770638,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>ENVIRONMENTAL DAMAGE</strong></caption><tbody><tr><th><strong>Category</strong></th><th><strong>Damage</strong></th></tr><tr><td>Minor</td><td>1d6-2d6</td></tr><tr><td>Moderate</td><td>4d6-6d6</td></tr><tr><td>Major</td><td>8d6-12d6</td></tr><tr><td>Massive</td><td>18d6-24d6</td></tr></tbody></table><p>Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers. Use the table above to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.</p>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"zB1mqE9IeyfyQDnn","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.zB1mqE9IeyfyQDnn"}},"image":{},"name":"Exploration Activities","sort":770899,"src":null,"system":{},"text":{"content":"<p><strong>TABLE: EXPLORATION ACTIVITIES</strong></p><table class=\"pf2-table\"><tbody><tr><th><strong>Activity name</strong></th><th><strong>Traits</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.IE2nThCmoyhQA0Jn]</td><td><em>-</em></td><td>You attempt a Stealth check to avoid notice while traveling at half speed.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.cYtYKa1gDEl7y2N0]</td><td><em>-</em></td><td>You move at half your travel speed with your shield raised.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Yb0C1uLzeHrVLl7a]</td><td><em>concentrate</em></td><td>You cast detect magicat regular intervals.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.tfa4Sh7wcxCEqL29]</td><td><em>auditory, concentrate, visual</em></td><td>Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice).</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.JuqmIAnkL9hVGai8]</td><td><em>move</em></td><td>You strain yourself to move at double your travel speed.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.EwgTZBWsc8qKaViP]</td><td><em>concentrate</em></td><td>You seek out information about your surroundings while traveling at half speed.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.OSefkMgojBLqmRDh]</td><td><em>concentrate</em></td><td>You spend 10 minutes performing deeds to restore your magical connection.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.OQaFzDtVEOMWizJJ]</td><td><em>concentrate</em></td><td>You repeatedly cast the same spell while moving at half speed.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.kV3XM0YJeS2KCSOb]</td><td><em>concentrate</em></td><td>You scout ahead and behind the group to watch danger, moving at half speed.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.TiNDYUGlMmxzxBYU]</td><td><em>concentrate</em></td><td>You Seek meticulously for hidden doors ,concealed hazards, and so on.</td></tr></tbody></table><p><strong>TABLE: SKILL EXPLORATION ACTIVITIES</strong></p><table class=\"pf2-table\"><tbody><tr><th><strong>Activity name</strong></th><th><strong>Skill</strong></th><th><strong>Traits</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.OizxuPb44g3eHPFh]</td><td>Arcana</td><td><em>concentrate</em></td><td>If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.tHCqgwjtQtzNqVvd]</td><td>Intimidation</td><td><p><em>auditory,</em></p><p><em>concentrate,</em></p><p><em>emotion, linguistic,</em></p><p><em>mental</em></p></td><td>With threats either veiled or overt, you attempt to bully a creature into doing what you want.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.SB7cMECVtE06kByk]</td><td>Survival</td><td><em>concentrate, move</em></td><td>You cover your tracks, moving up to half your travel Speed, using the rules on page 479).</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.d9gbpiQjChYDYA2L]</td><td>Arcana</td><td><em>concentrate, secret</em></td><td>You attempt to decipher complicated writing or literature on an obscure topic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.plBGdZhqq5JBl1D8]</td><td>Diplomacy</td><td><em>secret</em></td><td>You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Q4kdWVOf2ztIBFg1]</td><td>Crafting</td><td><em>concentrate, secret</em></td><td>You can identify the nature of an alchemical item with 10 minutes of testing using alchemist's tools.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.eReSHVEPCsdkSL4G]</td><td>Arcana</td><td><em>concentrate, secret</em></td><td>Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.AJstokjdG6iDjVjE]</td><td>Deception</td><td><p><em>concentrate,</em></p><p><em>manipulate, secret</em></p></td><td>You create a disguise to pass yourself off as someone or something you are not.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW]</td><td>Arcana</td><td><em>concentrate</em></td><td>You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.OX4fy22hQgUHDr0q]</td><td>Diplomacy</td><td><p><em>auditory,</em></p><p><em>concentrate,</em></p><p><em>linguistic, mental</em></p></td><td>With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.bT3skovyLUtP22ME]</td><td>Crafting</td><td><em>manipulate</em></td><td>You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.fJImDBQfqfjKJOhk]</td><td>Survival</td><td><em>secret</em></td><td>Using the stars, the position of the sun,traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.kMcV8e5EZUxa6evt]</td><td>Acrobatics</td><td><em>move</em></td><td>You contort yourself to squeeze through a space so small you can barely fit through.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.EA5vuSgJfiHH7plD]</td><td>Survival</td><td><em>concentrate, move</em></td><td>You follow tracks, moving at up to half your travel Speed, using the rules on page 479).</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}</td><td>Medicine</td><td><em>healing, manipulate</em></td><td>You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose).</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"7FsXXkrOUXHtROnq","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.7FsXXkrOUXHtROnq"}},"image":{},"name":"Falling","sort":716603,"src":null,"system":{},"text":{"content":"<table><thead><tr><th>Falling Damage</th></tr></thead><tbody><tr><td>When you fall more than 5 feet, take bludgeoning damage equal to half the distance you fell. If you take any damage, you land prone. If you fall into water or a soft substance, calculate damage as though the fall were 20 feet shorter, 30 if you intentionally dove in (up to the depth of the substance).</td></tr></tbody></table><p>When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60]. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.</p><p>You can @UUID[Compendium.pf2e.actionspf2e.3yoajuKjwHZ9ApUY] as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).</p><h2>Falling on a Creature</h2><p>If you land on a creature, that creature must attempt a DC15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.</p><p><strong>Critical Success</strong> The creature takes no damage.</p><p><strong>Success</strong> The creature takes bludgeoning damage equal to one-quarter the falling damage you took.</p><p><strong>Failure</strong> The creature takes bludgeoning damage equal to half the falling damage you took.</p><p><strong>Critical Failure</strong> The creature takes the same amount of bludgeoning damage you took from the fall.</p><h2>Falling Objects</h2><p>A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"oM0DobZe9uEkz9kb","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.oM0DobZe9uEkz9kb"}},"image":{},"name":"Force Open","sort":716456,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th><strong>Structure</strong></th><th><p><strong>Force Open DC</strong></p><p></p></th></tr><tr><td><strong>Stuck door or window</strong></td><td>15</td></tr><tr><td><strong>Exceptionally stuck</strong></td><td>20</td></tr><tr><td><strong>Lift wooden portcullis</strong></td><td>20*</td></tr><tr><td><strong>Lift iron portcullis</strong></td><td>30*</td></tr><tr><td><strong>Bend metal bars</strong></td><td>30</td></tr><tr><td colspan=\"2\">* Use the Thievery DC of the locking mechanism if it's higher.</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"iVY32tNvfS1tPYU2","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.iVY32tNvfS1tPYU2"}},"image":{},"name":"Formula Price","sort":771016,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th style=\"width:25%\"><strong>Item Level</strong></th><th style=\"width:75%\"><strong>Formula Price</strong></th></tr><tr><td>0*</td><td>5 sp</td></tr><tr><td>1</td><td>1 gp</td></tr><tr><td>2</td><td>2 gp</td></tr><tr><td>3</td><td>3 gp</td></tr><tr><td>4</td><td>5 gp</td></tr><tr><td>5</td><td>8 gp</td></tr><tr><td>6</td><td>13 gp</td></tr><tr><td>7</td><td>18 gp</td></tr><tr><td>8</td><td>25 gp</td></tr><tr><td>9</td><td>35 gp</td></tr><tr><td>10</td><td>50 gp</td></tr><tr><td>11</td><td>70 gp</td></tr><tr><td>12</td><td>100 gp</td></tr><tr><td>13</td><td>150 gp</td></tr><tr><td>14</td><td>225 gp</td></tr><tr><td>15</td><td>325 gp</td></tr><tr><td>16</td><td>500 gp</td></tr><tr><td>17</td><td>750 gp</td></tr><tr><td>18</td><td>1,200 gp</td></tr><tr><td>19</td><td>2,000 gp</td></tr><tr><td>20</td><td>3,500 gp</td></tr></tbody></table><h2>Formulas</h2><p>Formulas are instructions for making items with the Craft activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to Craft the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.</p><p>You can buy common formulas at the Price listed on Table 6-13, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can Craft a copy of it using the Crafting skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!</p><p>If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to Craft the item. If you succeed, you Craft the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.</p><p>The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like Crafting it from scratch; you use the disassembled parts as the necessary raw materials.</p>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"KXAxZfdMpnHQZQoc","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.KXAxZfdMpnHQZQoc"}},"image":{},"name":"Golarion Calendar","sort":3600000,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th>#</th><th>Day</th></tr><tr><td>1</td><td>Moonday</td></tr><tr><td>2</td><td>Toilday</td></tr><tr><td>3</td><td>Wealday</td></tr><tr><td>4</td><td>Oathday</td></tr><tr><td>5</td><td>Fireday</td></tr><tr><td>6</td><td>Starday</td></tr><tr><td>7</td><td>Sunday</td></tr></tbody></table><table class=\"pf2-table\"><tbody><tr><th>#</th><th>Month</th><th>Number of Days</th></tr><tr><td>1</td><td>Abadius</td><td>31</td></tr><tr><td>2</td><td>Calistril</td><td>28 (Leap Month)</td></tr><tr><td>3</td><td>Pharast</td><td>31</td></tr><tr><td>4</td><td>Gozran</td><td>30</td></tr><tr><td>5</td><td>Desnus</td><td>31</td></tr><tr><td>6</td><td>Sarenith</td><td>30</td></tr><tr><td>7</td><td>Erastus</td><td>31</td></tr><tr><td>8</td><td>Arodus</td><td>31</td></tr><tr><td>9</td><td>Rova</td><td>30</td></tr><tr><td>10</td><td>Lamashan</td><td>31</td></tr><tr><td>11</td><td>Neth</td><td>30</td></tr><tr><td>12</td><td>Kuthona</td><td>31</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"pEjd65isUfXKSB18","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.pEjd65isUfXKSB18"}},"image":{},"name":"Hero Points","sort":716993,"src":null,"system":{},"text":{"content":"<table>\n<tbody>\n<tr>\n<td><strong>HERO POINTS</strong></td>\n</tr>\n<tr>\n<td>Give out 1 Hero Point to each PC at the start of the session. Give out roughly 1 more per hour of play, for a heroic act or a moderate or major accomplishment. Hero Points can be spent in two ways.</td>\n</tr>\n<tr>\n<td><strong>Spend 1 Hero Point </strong>to reroll a check and use the second result. This is a fortune effect.</td>\n</tr>\n<tr>\n<td><strong>Spend all your Hero Points </strong>to avoid death. You can do this when your dying condition would increase. Lose the dying condition and stabilize with 0 Hit Points. Don't gain or increase your wounded value from losing the dying condition in this way, but if you already had that condition you don't lose it or decrease it.</td>\n</tr>\n</tbody>\n</table>\n<h2 class=\"title\">Hero Points</h2>\n<p>Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.</p><p>The GM is in charge of awarding Hero Points (guidelines for doing so can be found on page 507). Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.</p><p>You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.</p>\n<ul>\n<li><strong>Spend 1 Hero Point</strong> to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on acheck).</li>\n<li><strong>Spend all your Hero Points</strong> (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value.</li>\n</ul>\n<h2 class=\"title\">Describing Heroic Deeds</h2>\n<p>Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.</p><p>Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits.</p>\n<h2 class=\"title\">Hero Points (Rewards)</h2>\n<p>Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.</p><p>In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more over-the-top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.</p><p>Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.</p><p>The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment.</p>\n<h2 class=\"title\">Hero Points (GMG Advice)</h2>\n<p>Page 507 of the <em>Core Rulebook</em> offers guidelines for determining how many Hero Points to award and when to do so. These recommendations are flexible. Consider Hero Points a way to reinforce your personal style of Game Mastering and to reward what you value during play. The toughest part of awarding Hero Points can be remembering to do it! Keeping a Hero Point token on hand in front of you can provide a visual and tactile reminder. You can also solicit help from your players by asking them to remind you when they think a PC's action merits a Hero Point.</p>","format":1},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"DUDsA3sIlOlibvIu","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.DUDsA3sIlOlibvIu"}},"image":{},"name":"High-Quality Items","sort":787843,"src":null,"system":{},"text":{"content":"<p>In this variant, gear can provide bonuses even if it's not magical. This is useful for games and settings that set out to give fine, non-magical items the same prominence as magic items. High-quality gear requires the corresponding proficiency rank in Crafting to Craft.</p><h3>High-Quality Weapons and Armor</h3><p>High-quality weapons and armor give the same benefits as weapon and armor potency runes (Tables High-Quality Weapons & High-Quality Armor). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the automatic bonus progression variant, or you can have quality also provide the effects of striking and resilient runes, using Table: Devastating Weapons and Table Resilient Armor. If you choose to still have magic weapons and armor, the effects don't stack with quality.</p><table class=\"pf2-table\"><caption><strong>TABLE: HIGH-QUALITY WEAPONS</strong></caption><tbody><tr><th><strong>Quality</strong></th><th><strong>Item Bonus</strong></th><th><strong>Property Rune Slots</strong></th><th><strong>Item Level</strong></th><th><strong>Price</strong></th></tr><tr><td>Expert</td><td>+1</td><td>1</td><td>2</td><td>35 gp</td></tr><tr><td>Master</td><td>+2</td><td>2</td><td>10</td><td>935 gp</td></tr><tr><td>Legendary</td><td>+3</td><td>3</td><td>16</td><td>8,935 gp</td></tr></tbody></table><table class=\"pf2-table\"><caption><strong>TABLE: HIGH-QUALITY ARMOR</strong></caption><tbody><tr><th><strong>Quality</strong></th><th><strong>Bonus Increase</strong></th><th><strong>Property Rune Slots</strong></th><th><strong>Item Level</strong></th><th><strong>Price</strong></th></tr><tr><td>Expert</td><td>+1</td><td>1</td><td>5</td><td>160 gp</td></tr><tr><td>Master</td><td>+2</td><td>2</td><td>11</td><td>1,060 gp</td></tr><tr><td>Legendary</td><td>+3</td><td>3</td><td>18</td><td>20,560 gp</td></tr></tbody></table><table class=\"pf2-table\"><caption><strong>TABLE: DEVASTATING WEAPONS</strong></caption><tbody><tr><th><strong>Quality</strong></th><th><strong>Item Bonus</strong></th><th><strong>Damage Dice</strong></th><th><strong>Property Rune Slots</strong></th><th><strong>Item Level</strong></th><th><strong>Price</strong></th></tr><tr><td>Expert</td><td>+1</td><td>1</td><td>1</td><td>2</td><td>35 gp</td></tr><tr><td>Expert devastating</td><td>+1</td><td>2</td><td>1</td><td>4</td><td>100 gp</td></tr><tr><td>Master</td><td>+2</td><td>2</td><td>2</td><td>10</td><td>1,000 gp</td></tr><tr><td>Master devastating</td><td>+2</td><td>3</td><td>2</td><td>12</td><td>2,000 gp</td></tr><tr><td>Legendary</td><td>+3</td><td>3</td><td>3</td><td>16</td><td>10,000 gp</td></tr><tr><td>Legendary devastating</td><td>+3</td><td>4</td><td>3</td><td>19</td><td>40,000 gp</td></tr></tbody></table><table class=\"pf2-table\"><caption><strong>TABLE: RESILIENT ARMOR</strong></caption><tbody><tr><th><strong>Quality</strong></th><th><strong>Bonus Increase</strong></th><th><strong>Save Bonus</strong></th><th><strong>Property Rune Slots</strong></th><th><strong>Item Level</strong></th><th><strong>Price</strong></th></tr><tr><td>Expert</td><td>+1</td><td>—</td><td>1</td><td>5</td><td>160 gp</td></tr><tr><td>Expert resilient</td><td>+1</td><td>+1</td><td>1</td><td>8</td><td>500 gp</td></tr><tr><td>Master</td><td>+2</td><td>+1</td><td>2</td><td>11</td><td>1,400 gp</td></tr><tr><td>Master resilient</td><td>+2</td><td>+2</td><td>2</td><td>14</td><td>4,500 gp</td></tr><tr><td>Legendary</td><td>+3</td><td>+2</td><td>3</td><td>18</td><td>24,000 gp</td></tr><tr><td>Legendary resilient</td><td>+3</td><td>+3</td><td>3</td><td>20</td><td>70,000 gp</td></tr></tbody></table><h3>High-Quality Skill Items</h3><p>Items with skill or Perception bonuses don't have fundamental runes. If an existing skill bonus item costs less than the listed Price for a high-quality skill item or has a lower level, it likely has a feature such as a limitation, so adjust accordingly. A character in a game with this variant can Craft or buy a non-magical item to boost Perception or a skill using the table below.</p><table class=\"pf2-table\"><caption><strong>TABLE: HIGH-QUALITY SKILL ITEM</strong></caption><tbody><tr><th><strong>Quality</strong></th><th><strong>Item Bonus</strong></th><th><strong>Item Level</strong></th><th><strong>Price</strong></th></tr><tr><td>Expert</td><td>+1</td><td>3</td><td>40 gp</td></tr><tr><td>Master</td><td>+2</td><td>9</td><td>550 gp</td></tr><tr><td>Legendary</td><td>+3</td><td>17</td><td>11,000 gp</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"yHqDPytVY9bxWo9I","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.yHqDPytVY9bxWo9I"}},"image":{},"name":"Item Quirks","sort":2100000,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><td><strong>[[/r d100]]</strong></td><th><strong>Quirk</strong></th><th><strong>Description</strong></th></tr><tr><td>01</td><td>Melodic</td><td>Faint music plays when in use.</td></tr><tr><td>02</td><td>Skin-altering</td><td>The user's skin color changes to a bright color such as blue or green.</td></tr><tr><td>03</td><td>Choral</td><td>Repeats everything the user says in a singing voice.</td></tr><tr><td>04</td><td>Mood coloration</td><td>User's mood affects the item's color.</td></tr><tr><td>05</td><td>Chatty</td><td>Happily engages in small talk.</td></tr><tr><td>06</td><td>Spoiling</td><td>Food within 1 foot spoils at twice the normal rate.</td></tr><tr><td>07</td><td>Friendly</td><td>Requests to be introduced to everyone the user meets.</td></tr><tr><td>08</td><td>Muffling</td><td>Nearby sounds are slightly quieter.</td></tr><tr><td>09</td><td>Runic</td><td>Runes appear on the user's skin.</td></tr><tr><td>10</td><td>Comfortable</td><td>Can serve as a pillow or blanket.</td></tr><tr><td>11</td><td>Rain-blocking</td><td>The user remains dry in the rain.</td></tr><tr><td>12</td><td>Clumsy</td><td>When unattended, knocks over other small items within 1 foot.</td></tr><tr><td>13</td><td>Elemental appearance</td><td>Seems made of flame, water, or another elemental material.</td></tr><tr><td>14</td><td>Magnetic</td><td>Small, ferrous objects of light Bulk or less adhere to it.</td></tr><tr><td>15</td><td>Aberrant</td><td>Has tentacles, teeth, or other off-putting features.</td></tr><tr><td>16</td><td>Dream-eating</td><td>Creatures asleep within 10 feet do not dream.</td></tr><tr><td>17</td><td>Clean</td><td>Remains pristine despite filth.</td></tr><tr><td>18</td><td>Hungry</td><td>Needs daily meals, often odd things like wood shavings.</td></tr><tr><td>19</td><td>Smelly</td><td>Smells like the last food the user ate.</td></tr><tr><td>20</td><td>Flamboyant</td><td>Flashes of light, sparks of color, and other effects shower from it.</td></tr><tr><td>21</td><td>Verdant trail</td><td>Small plants grow where the user walks, remaining for 1 hour.</td></tr><tr><td>22</td><td>Complaining</td><td>Grumbles when not in use.</td></tr><tr><td>23</td><td>Detecting</td><td>Aware of a specific animal or plant, such as squirrels or poison ivy, within 30 feet.</td></tr><tr><td>24</td><td>Fibbing</td><td>Tells grandiose and obvious lies.</td></tr><tr><td>25</td><td>Compressing</td><td>User is slightly shorter.</td></tr><tr><td>26</td><td>Attentive</td><td>Turns to face the last creature to touch it.</td></tr><tr><td>27</td><td>Soprano</td><td>User's voice becomes higher.</td></tr><tr><td>28</td><td>Shrinking</td><td>Decreases in size when used.</td></tr><tr><td>29</td><td>Aromatic</td><td>Nearby air smells pleasant.</td></tr><tr><td>30</td><td>Temperate</td><td>Slight warmth spills from the item.</td></tr><tr><td>31</td><td>Slime trail</td><td>User leaves a trail of slime where they walk, remaining for 1 hour.</td></tr><tr><td>32</td><td>Tetrachromatic</td><td>Colors seem more vivid to the user.</td></tr><tr><td>33</td><td>Resounding</td><td>Nearby sounds are slightly louder.</td></tr><tr><td>34</td><td>Insect-attracting</td><td>Harmless insects swarm around it.</td></tr><tr><td>35</td><td>Ancient tongue</td><td>Speaks in a forgotten language.</td></tr><tr><td>36</td><td>Bloodthirsty</td><td>The sight of blood causes it to quiver in anticipation.</td></tr><tr><td>37</td><td>Polished</td><td>Highly reflective.</td></tr><tr><td>38</td><td>Scribing</td><td>Absorbs ink for 1 hour, allowing its points to be used as a pen.</td></tr><tr><td>39</td><td>Dirty</td><td>A layer of filth always remains.</td></tr><tr><td>40</td><td>Eye-altering</td><td>User's eye color changes.</td></tr><tr><td>41</td><td>Preserving</td><td>Food within 1 foot spoils at half rate.</td></tr><tr><td>42</td><td>Leafy</td><td>Small plants grow on or from it.</td></tr><tr><td>43</td><td>Wet</td><td>It and its user are always damp.</td></tr><tr><td>44</td><td>Encouraging</td><td>Offers encouragement when the user fails a check.</td></tr><tr><td>45</td><td>Loyal</td><td>Remains within 5 feet of the user, as if on a tether.</td></tr><tr><td>46</td><td>Ritualistic</td><td>Demands the user perform a simple act every morning.</td></tr><tr><td>47</td><td>Restless</td><td>Slowly moves and fidgets.</td></tr><tr><td>48</td><td>Displaced</td><td>Appears offset from where it is.</td></tr><tr><td>49</td><td>Caring</td><td>Provides advice and reminders.</td></tr><tr><td>50</td><td>Projecting</td><td>Light creates a kaleidoscopic effect.</td></tr><tr><td>51</td><td>Hair-altering</td><td>User's hair color changes.</td></tr><tr><td>52</td><td>Watchful</td><td>Staring eyes cover it.</td></tr><tr><td>53</td><td>Generous</td><td>Produces small, token gifts.</td></tr><tr><td>54</td><td>Bass</td><td>User's voice becomes lower.</td></tr><tr><td>55</td><td>Leaking</td><td>Secretes a harmless liquid.</td></tr><tr><td>56</td><td>Taste-altering</td><td>Food tastes different, such as tasting sweeter or saltier.</td></tr><tr><td>57</td><td>Bouncy</td><td>Bounces on collision.</td></tr><tr><td>58</td><td>Lucid</td><td>Creatures asleep within 10 feet see the item in their dreams.</td></tr><tr><td>59</td><td>Decorous</td><td>Insists the user use polite language.</td></tr><tr><td>60</td><td>Junky</td><td>Appears shoddy or made of scraps.</td></tr><tr><td>61</td><td>Cavorting</td><td>Dances in place when not in use.</td></tr><tr><td>62</td><td>Furry</td><td>Covered by a thin coat of fur.</td></tr><tr><td>63</td><td>Unusually colored</td><td>An outlandish color, such as a bright purple suit of armor.</td></tr><tr><td>64</td><td>Sonorous</td><td>Sounds a pure tone when struck.</td></tr><tr><td>65</td><td>Starry</td><td>Seems made of night sky.</td></tr><tr><td>66</td><td>Compact</td><td>Packs neatly into a smaller form.</td></tr><tr><td>67</td><td>Misting</td><td>Constantly leaking mist or steam.</td></tr><tr><td>68</td><td>Chirping</td><td>Coos and squeaks when used.</td></tr><tr><td>69</td><td>Balanced</td><td>Always remains perfectly upright.</td></tr><tr><td>70</td><td>Sun-blocking</td><td>User never receives sunburns.</td></tr><tr><td>71</td><td>Animal-attracting</td><td>Harmless animals follow the user.</td></tr><tr><td>72</td><td>Flaunting</td><td>Forces user to move dramatically.</td></tr><tr><td>73</td><td>Tracing</td><td>Followed by thin trails of color.</td></tr><tr><td>74</td><td>Monologuing</td><td>Recites long lectures or speeches.</td></tr><tr><td>75</td><td>Foretelling</td><td>Makes mysterious predictions.</td></tr><tr><td>76</td><td>Adhesive</td><td>Sticks slightly to any surface.</td></tr><tr><td>77</td><td>Levitating</td><td>Floats slightly above a surface.</td></tr><tr><td>78</td><td>Slimy</td><td>Covered by a thin layer of slime.</td></tr><tr><td>79</td><td>Commentating</td><td>Remarks on its surroundings.</td></tr><tr><td>80</td><td>Numbing</td><td>User is less sensitive to pain.</td></tr><tr><td>81</td><td>Time-telling</td><td>Announces the current time.</td></tr><tr><td>82</td><td>Towering</td><td>User is slightly taller.</td></tr><tr><td>83</td><td>Absorbent</td><td>Absorbs up to one pint of liquid.</td></tr><tr><td>84</td><td>Faceted</td><td>Appears made of crystal or gems.</td></tr><tr><td>85</td><td>Bubbly</td><td>Creates bubbles when used.</td></tr><tr><td>86</td><td>Image-flipping</td><td>User appears to be mirrored.</td></tr><tr><td>87</td><td>Hair-growing</td><td>User's hair grows at double rate.</td></tr><tr><td>88</td><td>Alternating</td><td>Appearance slowly changes.</td></tr><tr><td>89</td><td>Sweaty</td><td>Becomes damp and pungent when used extensively.</td></tr><tr><td>90</td><td>Glittering</td><td>Shimmers and glows with light.</td></tr><tr><td>91</td><td>Molting</td><td>Sheds a thick film every morning.</td></tr><tr><td>92</td><td>Echoing</td><td>Sounds around the user echo.</td></tr><tr><td>93</td><td>Shadowless</td><td>Item and user cast no shadow.</td></tr><tr><td>94</td><td>Storytelling</td><td>Is inscribed with a story or knows a tale it can recite on command.</td></tr><tr><td>95</td><td>Chilled</td><td>Slightly cool to the touch.</td></tr><tr><td>96</td><td>Color-washing</td><td>User's vision shifts to a given coloration, such as sepia or monochrome.</td></tr><tr><td>97</td><td>Growing</td><td>Increases in size when used.</td></tr><tr><td>98</td><td>Floating</td><td>Slowly descends when dropped.</td></tr><tr><td>99</td><td>Two quirks</td><td>Roll twice on the table and apply both quirks to the item. Reroll any results of 99 or 100.</td></tr><tr><td>100</td><td>Three quirks</td><td>Roll three times on the table and apply all quirks to the item. Reroll any results of 99 or 100.</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"XCxK6OGFY0KvJPo3","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.XCxK6OGFY0KvJPo3"}},"image":{},"name":"Learn a Spell","sort":716505,"src":null,"system":{},"text":{"content":"<p>If you're a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. The table below lists the Price of the materials needed to Learn a Spell of each level.</p><table class=\"pf2-table\"><tbody><tr style=\"height:17px\"><th style=\"width:40.7178%;height:17px\"><strong>Spell Level</strong></th><th style=\"width:26.0987%;height:17px\"><strong>Price</strong></th><th style=\"width:32.1043%;height:17px\"><strong>Typical DC</strong></th></tr><tr style=\"height:17px\"><td style=\"width:40.7178%;height:17px\">1st or cantrip</td><td style=\"width:26.0987%;height:17px\">2 gp</td><td style=\"width:32.1043%;height:17px\">15</td></tr><tr style=\"height:17px\"><td style=\"width:40.7178%;height:17px\">2nd</td><td style=\"width:26.0987%;height:17px\">6 gp</td><td style=\"width:32.1043%;height:17px\">18</td></tr><tr style=\"height:17px\"><td style=\"width:40.7178%;height:17px\">3rd</td><td style=\"width:26.0987%;height:17px\">16 gp</td><td style=\"width:32.1043%;height:17px\">20</td></tr><tr style=\"height:17px\"><td style=\"width:40.7178%;height:17px\">4th</td><td style=\"width:26.0987%;height:17px\">36 gp</td><td style=\"width:32.1043%;height:17px\">23</td></tr><tr style=\"height:17px\"><td style=\"width:40.7178%;height:17px\">5th</td><td style=\"width:26.0987%;height:17px\">70 gp</td><td style=\"width:32.1043%;height:17px\">26</td></tr><tr style=\"height:17px\"><td style=\"width:40.7178%;height:17px\">6th</td><td style=\"width:26.0987%;height:17px\">140 gp</td><td style=\"width:32.1043%;height:17px\">28</td></tr><tr style=\"height:17px\"><td style=\"width:40.7178%;height:17px\">7th</td><td style=\"width:26.0987%;height:17px\">300 gp</td><td style=\"width:32.1043%;height:17px\">31</td></tr><tr style=\"height:17px\"><td style=\"width:40.7178%;height:17px\">8th</td><td style=\"width:26.0987%;height:17px\">650 gp</td><td style=\"width:32.1043%;height:17px\">34</td></tr><tr style=\"height:17px\"><td style=\"width:40.7178%;height:17px\">9th</td><td style=\"width:26.0987%;height:17px\">1,500 gp</td><td style=\"width:32.1043%;height:17px\">36</td></tr><tr style=\"height:17px\"><td style=\"width:40.7178%;height:17px\">10th</td><td style=\"width:26.0987%;height:17px\">7,000 gp</td><td style=\"width:32.1043%;height:17px\">41</td></tr></tbody></table><h2>Skill Uses</h2><p>[Arcana] Learn a Spell from the arcane tradition.</p><p>[Nature] Learn a Spell from the primal tradition.</p><p>[Occultism] Learn a Spell from the occult tradition.</p><p>[Religion] Learn a Spell from the divine tradition.</p><h2>Learn a Spell [Trained]</h2><p>Concentrate, Exploration</p><p><strong>Requirements</strong> You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list.</p><p>You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn't use Religion to add an occult spell to your bardic spell repertoire.</p><p>To learn the spell, you must do the following:</p><ul><li>Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.</li><li>Have materials with the Price indicated in the table above.</li><li>Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, @UUID[.dRu66xNqJ9Ihe1or]{Difficulty Classes})</li></ul><p>If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it's added to your list; if you have a spell repertoire, you can select it when you add or swap spells.</p><p><strong>Critical Success</strong> You expend half the materials and learn the spell.</p><p><strong>Success</strong> You expend the materials and learn the spell.</p><p><strong>Failure</strong> You fail to learn the spell but can try again after you gain a level. The materials aren't expended.</p><p><strong>Critical Failure</strong> As failure, plus you expend half the materials.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"PfoKLAsQeXHsDgzf","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.PfoKLAsQeXHsDgzf"}},"image":{},"name":"Lifestyle Expenses","sort":1606250,"src":null,"system":{},"text":{"content":"<h1>Cost of Living</h1><p>For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found in @UUID[.FzzMt7ybWy03D9qZ]{Basic Services}. For long stretches of downtime, use the values on the table below. Deduct these costs from a character's funds after they gain any money from their other downtime activities.</p><table class=\"pf2-table\"><tbody><tr><th><strong>Standard of Living</strong></th><th><strong>Week</strong></th><th><strong>Month</strong></th><th><strong>Year</strong></th></tr><tr><td>Subsistence*</td><td>4 sp</td><td>2 gp</td><td>24 gp</td></tr><tr><td>Comfortable</td><td>1 gp</td><td>4 gp</td><td>52 gp</td></tr><tr><td>Fine</td><td>30 gp</td><td>130 gp</td><td>1,600 gp</td></tr><tr><td>Extravagant</td><td>100 gp</td><td>430 gp</td><td>5,200 gp</td></tr></tbody><tfoot><tr><td colspan=\"4\">* You can attempt to Subsist using Society or Survival for free.</td></tr></tfoot></table><p>A character can live off the land instead, but each day they do, they typically use the @UUID[Compendium.pf2e.actionspf2e.49y9Ec4bDii8pcD3] activity to the exclusion of any other downtime activity.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"7jQ2x83KUFD8Wj6w","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.7jQ2x83KUFD8Wj6w"}},"image":{},"name":"Light Effects","sort":716701,"src":null,"system":{},"text":{"content":"<p>The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.</p><h2>Bright Light</h2><p>In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] or @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] by bright light.</p><h2>Dim Light</h2><p>Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] condition, unless the seeker has darkvision or low-light vision (@UUID[.SiMXtLf4YQeigzIE]{Senses}), or a precise sense other than vision.</p><h2>Darkness</h2><p>A creature or object within darkness is hidden or undetected unless the seeker has darkvision or a precise sense other than vision (@UUID[.SiMXtLf4YQeigzIE]{Senses}). A creature without darkvision or another means of perceiving in darkness has the @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for a short time, as determined by the GM.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"C4b2AvMpVpe5BcVv","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.C4b2AvMpVpe5BcVv"}},"image":{},"name":"Material Hardness, Hit Points and Broken Threshold","sort":770948,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th><strong>Material</strong></th><th><strong>Hardness</strong></th><th><strong>HP</strong></th><th><strong>BT</strong></th><th><strong>Example Items</strong></th></tr><tr><td>Paper</td><td>0</td><td>1</td><td>—</td><td>Book pages, paper fan, scroll</td></tr><tr><td>Thin cloth</td><td>0</td><td>1</td><td>—</td><td>Kite, silk dress, undershirt</td></tr><tr><td>Thin glass</td><td>0</td><td>1</td><td>—</td><td>Bottle, spectacles, window pane</td></tr><tr><td>Cloth</td><td>1</td><td>4</td><td>2</td><td>Cloth armor, heavy jacket, sack, tent</td></tr><tr><td>Glass</td><td>1</td><td>4</td><td>2</td><td>Glass block, glass table, heavy vase</td></tr><tr><td>Glass structure</td><td>2</td><td>8</td><td>4</td><td>Glass block wall</td></tr><tr><td>Thin leather</td><td>2</td><td>8</td><td>4</td><td>Backpack, jacket, pouch, strap, whip</td></tr><tr><td>Thin rope</td><td>2</td><td>8</td><td>4</td><td>Standard adventuring rope</td></tr><tr><td>Thin wood</td><td>3</td><td>12</td><td>6</td><td>Chair, club, sapling, wooden shield</td></tr><tr><td>Leather</td><td>4</td><td>16</td><td>8</td><td>Leather armor, saddle</td></tr><tr><td>Rope</td><td>4</td><td>16</td><td>8</td><td>Industrial rope, ship rigging</td></tr><tr><td>Thin stone</td><td>5</td><td>16</td><td>8</td><td>Chalkboard, slate tiles, stone cladding</td></tr><tr><td>Thin iron or steel</td><td>5</td><td>20</td><td>10</td><td>Chain, steel shield, sword</td></tr><tr><td>Wood</td><td>5</td><td>20</td><td>10</td><td>Chest, simple door, table, tree trunk</td></tr><tr><td>Stone</td><td>7</td><td>28</td><td>14</td><td>Paving stone, statue</td></tr><tr><td>Iron or steel</td><td>9</td><td>36</td><td>18</td><td>Anvil, iron or steel armor, stove</td></tr><tr><td>Wooden structure</td><td>10</td><td>40</td><td>20</td><td>Reinforced door, wooden wall</td></tr><tr><td>Stone structure</td><td>14</td><td>56</td><td>28</td><td>Stone wall</td></tr><tr><td>Iron or steel structure</td><td>18</td><td>72</td><td>36</td><td>Iron plate wall</td></tr></tbody></table><p>The table above provides the Hardness, Hit Points, Broken Threshold, and example items for some types of common materials. The table has separate entries for thin items (like shields), ordinary items (like armor), and reinforced or durable structures (such as walls).</p><p>Stone is a catchall for any hard stone, such as granite and marble. Likewise, wood covers ordinary woods, such as oak and pine. Metal weapons and armor are assumed to be made of iron or steel unless noted otherwise.</p><p>If an object consists of more than one material, the GM typically uses the statistics for the strongest material involved. For instance, breaking a wall made of paper panels over a woven wooden framework would require damaging thin wood, not paper. However, the GM might choose the weaker material based on the item's function. For instance, breaking the wooden handle of a hammer rather than its iron head would still render the item unusable. Sometimes an item is even less sturdy than the Hardness and Hit Points provided for a thin object; for instance, a twig doesn't take 9 damage to break, even though it's made of thin wood. Similarly, a particularly sturdy item or structure might have even higher Hardness and Hit Points. Certain structures, particularly thick walls, are so reinforced that you have to break them down over time with tools.</p>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Yepac621abWWw5qj","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.Yepac621abWWw5qj"}},"image":{},"name":"Monster Abilities","sort":770656,"src":null,"system":{},"text":{"content":"<h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.9qV49KjZujZnSp6w]</h2><p>This monster can see in all directions simultaneously, and therefore can't be flanked.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.HBrBrUzjfvj2gDXB]</h2><p><strong>Requirements</strong> The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.</p><p><strong>Effect</strong> The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] against it. The creature is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] against this Strike.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.hFtNbo1LKYCoDy2O]</h2><p><strong>Trigger</strong> A creature within the monster's 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><p><strong>Effect</strong> The monster attempts a melee @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.2YRDYVnC1eljaXKK]</h2><p>The monster can cast its at-will spells any number of times without using up spell slots.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.v61oEQaDdcRpaZ9X]</h2><p>A monster's aura automatically affects everything within a specified emanation around that monster. The monster doesn't need to spend actions on the aura; rather, the aura's effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura.</p><p>If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round.</p><p>The GM might determine that a monster's aura doesn't affect its own allies. For example, a creature might be immune to a monster's frightful presence if they have been around each other for a long time.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.nZMQh4AaBr291TUf]</h2><p>Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.</p><p><strong>Trigger</strong> A creature @UUID[Compendium.pf2e.actionspf2e.PM5jvValFkbFH3TV]{Mounts} or uses the @UUID[Compendium.pf2e.actionspf2e.q9nbyIF0PEBqMtYe] action while riding the monster.</p><p><strong>Effect</strong> The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.uG0Z8PsyZtsYuvGR]</h2><p><strong>Requirements</strong> The monster must have a free hand but can @UUID[Compendium.pf2e.actionspf2e.wQYmDStjdjn0I26t] anything it's holding as part of this reaction.</p><p><strong>Trigger</strong> The monster is targeted with a thrown rock @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] or a rock would fall on the monster.</p><p><strong>Effect</strong> The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.eQM5hQ1W3d1uen97]</h2><p>(concentrate, [magical tradition], polymorph, transmutation) The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the @UUID[Compendium.pf2e.actionspf2e.AJstokjdG6iDjVjE] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.kakyXBG5WA8c6Zfd]</h2><p>A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.g26YiEIfSHCpLocV]</h2><p>The monster deals the listed amount of damage to any number of creatures @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.52CdldlWMiVTZk1F]</h2><p>(divination, mental, occult) This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.</p><p>Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level <em>@UUID[Compendium.pf2e.spells-srd.dN8QBNuTiaBHCKUe]</em> spell and all the following spells, which the coven can cast at any level up to 5th: <em>@UUID[Compendium.pf2e.spells-srd.41TZEjhO6D1nWw2X]</em>, <em>@UUID[Compendium.pf2e.spells-srd.vLA0q0WOK2YPuJs6]</em>, <em>@UUID[Compendium.pf2e.spells-srd.HXhWYJviWalN5tQ2]</em>, <em>@UUID[Compendium.pf2e.spells-srd.zvKWclOZ7A53DObE]</em>, <em>@UUID[Compendium.pf2e.spells-srd.yM3KTTSAIHhyuP14]</em>, <em>@UUID[Compendium.pf2e.spells-srd.i35dpZFI7jZcRoBo]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Ucf8eynbZMfUucjE]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Ek5XI0aEdZhBgm21]</em>, and <em>@UUID[Compendium.pf2e.spells-srd.FM3SmEW8N1FCRjqt]</em>. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the <em>@UUID[Compendium.pf2e.spells-srd.XkDCzMIyc0YOjw05]</em> ritual, with a DC of 23 instead of the standard DC.</p><p>If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.qCCLZhnp2HhP3Ex6]</h2><p>A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level <em>darkness</em> spell, block normal darkvision. A monster with greater darkvision, however, can see through even these forms of magical darkness.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Z025dWgZtawbuRLI]</h2><p>When a creature is exposed to a monster's disease, it attempts a Fortitude save or succumbs to the disease. The level of a disease is the level of the monster inflicting the disease. The disease follows the rules for afflictions.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.zU3Ovaet4xQ5Gmvy]</h2><p>The monster @UUID[Compendium.pf2e.actionspf2e.Bcxarzksqt9ezrs6]{Strides} up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.</p><p>A creature that fails its save is pulled into the monster's body. It is @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei], is @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 1}, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by @UUID[Compendium.pf2e.actionspf2e.SkZAQRkLLkmBQNB9]{Escaping} against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.</p><p>If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.fJSNOw4zHGbIm4bZ]</h2><p>A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.N1kstYbHScxgUQtN]</h2><p><strong>Trigger</strong> The monster is reduced to 0 HP.</p><p><strong>Effect</strong> The monster avoids being knocked out and remains at 1 HP, but its @UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2] value increases by 1. When it is wounded 3, it can no longer use this ability.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.etMnv73EIdEZrYYu]</h2><p>(aura, emotion, fear, mental) A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.</p><p><strong>Critical Success</strong> The creature is unaffected by the presence.</p><p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1}.</p><p><strong>Failure</strong> The creature is frightened 2.</p><p><strong>Critical Failure</strong> The creature is frightened 4.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Tkd8sH4pwFIPzqTr]</h2><p><strong>Requirements</strong> The monster's last action was a success with a @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] that lists Grab in its damage entry, or it has a creature grabbed using this action.</p><p><strong>Effect</strong> The monster automatically @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD]{Grabs} the target until the end of the monster's next turn. The creature is @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended.</p><p>Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.OmV6E3aELvq9CkK1]</h2><p>The monster deals the listed amount of damage to any number of creatures @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Tkd8sH4pwFIPzqTr] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.i18TlebMzwONyPhI]</h2><p>The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has grabbed.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.LbnsT8yXchHMQT3t]</h2><p>The monster can use Knockdown as a free action triggered by a hit with its initial attack.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.6l7e7CHQLESlI57U]</h2><p>The monster can use Push as a free action triggered by a hit with its initial attack.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.BCLvAx4Pz4MLa2pu]</h2><p><strong>Requirements</strong> The monster's last action was a success with a @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] that lists Knockdown in its damage entry.</p><p><strong>Effect</strong> The monster knocks the target @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60].</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.sebk9XseMCRkDqRg]</h2><p>Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.I0HYG0ctCLP5JRsW]</h2><p>When first exposed to bright light, the monster is blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh].</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.fFu2sZz4KB01fVRc]</h2><p>The monster can see in dim light as though it were bright light, so it ignores the @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] condition due to dim light.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.TTCw5NusiSSkJU1x]</h2><p>A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.kFv54DisTfCMTBEY]</h2><p>When a creature is exposed to a monster's poison, it attempts a Fortitude save to avoid becoming poisoned. The level of a poison is the level of the monster inflicting the poison. The poison follows the rules for afflictions.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.t6cx9FOODmeZQNYl]</h2><p><strong>Requirements</strong> The monster's last action was a success with a @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] that lists Push in its damage entry.</p><p><strong>Effect</strong> The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.lR9R5Vld8Eu2Dha5]</h2><p>This monster regains the listed number of Hit Points each round at the beginning of its turn. Its @UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1] condition never increases beyond dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to dying 4.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.3JOi2cMcGhT3eze1]</h2><p>A Rend entry lists a @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] the monster has.</p><p><strong>Requirements</strong> The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.</p><p><strong>Effect</strong> The monster automatically deals that Strike's damage again to the enemy.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.IQtb58p4EaeUzTN1]</h2><p><strong>Trigger</strong> An enemy damages the monster's ally, and both are within 15 feet of the monster.</p><p><strong>Effect</strong> The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] against it.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.rqfnQ5VHT5hxm25r]</h2><p>Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).</p><p>If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.m4HQ2o5aPxjXf2kY]</h2><p><strong>Trigger</strong> The monster has its shield raised and takes damage from a physical attack.</p><p><strong>Effect</strong> The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.AWvNPE4U0kEJSL1T]</h2><p>When the monster @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR]{Strikes} 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, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.uJSseLa57HZYSMUu]</h2><p>(attack) The monster attempts to swallow a creature of the listed size or smaller that it has @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei]{Grabbed} in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] or Grab once again. The monster can't attack creatures it has swallowed.</p><p>A swallowed creature is grabbed, is @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 1}, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim @UUID[Compendium.pf2e.actionspf2e.SkZAQRkLLkmBQNB9]{Escapes} this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.</p><p>If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.baA0nSMhQyFyJIia]</h2><p>This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.kdhbPaBMK1d1fpbA]</h2><p>(aura, divination, magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.a0tx6exmB9v9CUsj]</h2><p>The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR].</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.UNah0bxXxkcZjxO3]</h2><p>The monster @UUID[Compendium.pf2e.actionspf2e.Bcxarzksqt9ezrs6]{Strides} up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.j2wsK6IsW5yMW1jW]</h2><p>Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.</p><h2>@UUID[Compendium.pf2e.bestiary-ability-glossary-srd.VdSMQ6yRZ3YXNXHL]</h2><p>This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.</p>","format":1},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"XH3xabCB01FiCRal","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.XH3xabCB01FiCRal"}},"image":{},"name":"Proficiency Without Level","sort":787867,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>TABLE: CREATURE XP (NO LEVEL)</strong></caption><tbody><tr><th><p><strong>Creature's Level</strong></p></th><th><strong>XP</strong></th></tr><tr><td>Party level - 7</td><td>9</td></tr><tr><td>Party level - 6</td><td>12</td></tr><tr><td>Party level - 5</td><td>14</td></tr><tr><td>Party level - 4</td><td>18</td></tr><tr><td>Party level - 3</td><td>21</td></tr><tr><td>Party level - 2</td><td>26</td></tr><tr><td>Party level - 1</td><td>32</td></tr><tr><td>Party level</td><td>40</td></tr><tr><td>Party level + 1</td><td>48</td></tr><tr><td>Party level + 2</td><td>60</td></tr><tr><td>Party level + 3</td><td>72</td></tr><tr><td>Party level + 4</td><td>90</td></tr><tr><td>Party level + 5</td><td>108</td></tr><tr><td>Party level + 6</td><td>135</td></tr><tr><td>Party level + 7</td><td>160</td></tr></tbody></table><table class=\"pf2-table\"><caption><strong>TABLE: SIMPLE SKILL DCS (NO LEVEL)</strong></caption><tbody><tr><th><strong>Proficiency Rank</strong></th><th><strong>DC</strong></th></tr><tr><td>Untrained</td><td>10</td></tr><tr><td>Trained</td><td>15</td></tr><tr><td>Expert</td><td>20</td></tr><tr><td>Master</td><td>25</td></tr><tr><td>Legendary</td><td>30</td></tr></tbody></table><p>This variant presents a change to the proficiency bonus system, scaling it differently for a style of game that's outside the norm. This is a significant change to the system.</p><p>The proficiency rank progression in the <em>Core Rulebook</em> is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best fighter can't guarantee a win against a large group of moderately skilled brigands. In games like these, your group might want to consider removing the character's level from the proficiency bonus.</p><p>The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. We recommend giving an untrained character a -2 proficiency modifier instead of a +0 proficiency bonus.</p><p>Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells.</p><p>Finally, decrease the skill DCs of most tasks to account for the level being removed. You can just subtract the level from the DC tables in the <em>Core Rulebook</em>, or you can reference Table: Simple Skill DCs (No Level) for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers from the <em>Core Rulebook</em>, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves.</p><h3>Adjusting Encounters</h3><p>Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards.</p><p>Under the math in the <em>Core Rulebook</em>, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in Table: Creature XP (No Level). You'll still use the same XP budget for a given threat level as shown on @UUID[.9hfEG4kJmEbrjGS1]{Encounter Building & XP Awards} (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on).</p><h3>Table: Creature XP (No Level)</h3><p>While the XP values in Table: Creature XP (No Level) work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-level spells, even though it's outnumbered.</p><h3>Adjusting Treasure</h3><p>Treasure and the cost of items in the <em>Core Rulebook</em> are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the @UUID[.SnSGU7DPiogZ9JOr]{Automatic Bonus Progression}.</p>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"zVcfWP1ac0JhNEhY","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.zVcfWP1ac0JhNEhY"}},"image":{},"name":"Quick Adventure Groups","sort":770802,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th colspan=\"2\"><strong>Quick Adventure Groups</strong></th></tr><tr><td colspan=\"2\">If you want an easy framework for building an encounter, you can use one of the following basic structures and slot in monsters and NPCs.</td></tr><tr><td><strong>Boss and Lackeys (120 XP)</strong></td><td>One creature of party level + 2, four creatures of party level - 4</td></tr><tr><td><strong>Boss and Lieutenant (120 XP)</strong></td><td>One creature of party level + 2, one creature of party level</td></tr><tr><td><strong>Elite Enemies (120 XP)</strong></td><td>Three creatures of party level</td></tr><tr><td><strong>Lieutenant and Lackeys (80 XP)</strong></td><td>One creature of party level, four creatures of party level - 4</td></tr><tr><td><strong>Mated Pair (80 XP)</strong></td><td>Two creatures of party level</td></tr><tr><td><strong>Troop (80 XP)</strong></td><td>One creature of party level, two creatures of party level - 2</td></tr><tr><td><strong>Mook Squad (60 XP)</strong></td><td>Six creatures of party level - 4</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"3a9kFb9x9UXeLA1s","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.3a9kFb9x9UXeLA1s"}},"image":{},"name":"Quick Environmental Details","sort":2200000,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th colspan=\"2\"><strong>Aquatic</strong></th></tr><tr><td style=\"width:15%\"><strong>Sights</strong></td><td style=\"width:85%\">choppy water, rolling waves, sunlight glinting, the curve of the horizon, driftwood</td></tr><tr><td><strong>Sounds</strong></td><td>waves lapping against a ship, seabirds' cries, fluttering sails, creatures breaching the surface</td></tr><tr><td><strong>Smells</strong></td><td>salt water, crisp fresh air, dead fish</td></tr><tr><td><strong>Textures</strong></td><td>frigid water, slimy seaweed, crusty salt collecting on surfaces</td></tr><tr><td><strong>Weather</strong></td><td>powerful winds, oncoming storms</td></tr><tr><th colspan=\"2\"><strong>Arctic</strong></th></tr><tr><td><strong>Sights</strong></td><td>blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow</td></tr><tr><td><strong>Sounds</strong></td><td>howling winds, drips of melting ice, utter quiet</td></tr><tr><td><strong>Smells</strong></td><td>clean air, half-frozen bog, lichen, seaweed</td></tr><tr><td><strong>Textures</strong></td><td>crunching snow, hard ice</td></tr><tr><td><strong>Weather</strong></td><td>frigid gales, light snowfall, pounding blizzar</td></tr><tr><th colspan=\"2\"><strong>Forest</strong></th></tr><tr><td><strong>Sights</strong></td><td>towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted root</td></tr><tr><td><strong>Sounds</strong></td><td>rustling leaves, snapping branches, animal call</td></tr><tr><td><strong>Smells</strong></td><td>decomposing vegetation, flowering plants, pine trees, earthy mushroom</td></tr><tr><td><strong>Textures</strong></td><td>leaves crunching underfoot, scraping branches, water dripping from above, rough bark</td></tr><tr><td><strong>Weather</strong></td><td>still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow</td></tr><tr><th colspan=\"2\"><strong>Mountain</strong></th></tr><tr><td><strong>Sights</strong></td><td>bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks</td></tr><tr><td><strong>Sounds</strong></td><td>howling wind, falling rocks, clear echoes, crunch of rocks underfoot, distant avalanche</td></tr><tr><td><strong>Smells</strong></td><td>blowing dust, pine trees, fresh snow</td></tr><tr><td><strong>Textures</strong></td><td>rough stone, powdery snow, unstable rubble</td></tr><tr><td><strong>Weather</strong></td><td>swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain</td></tr><tr><th colspan=\"2\"><strong>Plains</strong></th></tr><tr><td><strong>Sights</strong></td><td>grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon</td></tr><tr><td><strong>Sounds</strong></td><td>rustling wind, birdsong, distant sounds carried far</td></tr><tr><td><strong>Smells</strong></td><td>fresh air, earthy soil, distant carcasses</td></tr><tr><td><strong>Textures</strong></td><td>touch of tall grass, rasp of scrub brush, crunch of dry dirt</td></tr><tr><td><strong>Weather</strong></td><td>cooling of gentle wind, heat of direct sunlight, massive black thunderclouds</td></tr><tr><th colspan=\"2\"><strong>Swamp</strong></th></tr><tr><td><strong>Sights</strong></td><td>lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish</td></tr><tr><td><strong>Sounds</strong></td><td>croaking frogs, chirping insects, bubbling, splashing</td></tr><tr><td><strong>Smells</strong></td><td>rich moss and algae, pungent swamp gases</td></tr><tr><td><strong>Textures</strong></td><td>pushing through floating detritus, tangling creepers, thick mud</td></tr><tr><td><strong>Weather</strong></td><td>oppressive humidity, still air, pouring rain, rays of sunlight</td></tr><tr><th colspan=\"2\"><strong>Underground</strong></th></tr><tr><td><strong>Sights</strong></td><td>winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites and stalactites</td></tr><tr><td><strong>Sounds</strong></td><td>dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps</td></tr><tr><td><strong>Smells</strong></td><td>staleness of still air, sulfur, tang of metal deposit</td></tr><tr><td><strong>Textures</strong></td><td>rough rock walls, erosion-smoothed stone, cobwebs</td></tr><tr><td><strong>Weather</strong></td><td>chill of underground air, geothermal heat</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"VnR8gBBq1oCG7YQh","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.VnR8gBBq1oCG7YQh"}},"image":{},"name":"Reputation","sort":1584375,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>TABLE: REPUTATIONS</strong></caption><tbody><tr><th>Reputation</th><th>Reputation Points</th><th>Raised By</th><th>Lowered By</th></tr><tr><td>Revered</td><td>30 to 50</td><td>Major favor</td><td>Moderate or major disservice</td></tr><tr><td>Admired</td><td>15 to 29</td><td>Major favor</td><td>Any disservice</td></tr><tr><td>Liked</td><td>5 to 14</td><td>Moderate or major favor</td><td>Any disservice</td></tr><tr><td>Ignored</td><td>-4 to 4</td><td>Any favor</td><td>Any disservice</td></tr><tr><td>Disliked</td><td>-5 to -14</td><td>Any favor</td><td>Moderate or major disservice</td></tr><tr><td>Hated</td><td>-15 to -29</td><td>Any favor</td><td>Major disservice</td></tr><tr><td>Hunted</td><td>-30 -50</td><td>Moderate or major favor</td><td>Major disservice</td></tr></tbody></table><h2>Favors</h2><p>Each favor the PCs perform for a group normally grants the PCs Reputation Points with that group.</p><ul><li>Minor favors are simple, basic tasks that don't take too much effort for a PC to perform or much time at the table. Minor favors grant 1 Reputation Point.</li><li>Moderate favors require a significant amount of effort and often take up a session or a noticeable chunk of a single session to complete. Moderate favors grant 2 Reputation Points.</li><li>Major favors are a sizable endeavor, typically an entire quest involving several sessions. Major favors grant 5 Reputation Points.</li></ul><h2>Disservices</h2><p>On the flip side, disservices are a catchall for ways the PCs might make a group angry, whether it's through actual malice and planning on the PCs' part or simply by accident. Unlike favors, disservices don't have as easy a correspondence with in-game time; a quick but particularly egregious action could easily still be a major disservice. Disservices normally lose the PCs Reputation Points.</p><ul><li>Minor disservices could be small but significant missteps, or accumulated slights and inconveniences. Minor disservices take away 1 Reputation Point.</li><li>Moderate disservices are more than just a nuisance or annoyance, generally significantly hindering the group's efforts or violating a fundamental tenet of the group's beliefs in a significant but not egregious way. Moderate disservices take away 2 Reputation Points.</li><li>Major disservices are incredibly antagonistic to a group, usually a single brazen act, such as thwarting a cabal's apocalyptic doomsday plan. Major disservices take away at least 5 Reputation Points, or more if they are particularly egregious. They might be so terrible that the PCs immediately lose all their Reputation Points and <em>then</em> lose 5 more Reputation Points.</li></ul><h2>Reputations</h2><h3>Ignored</h3><p>The PCs either aren't on this group's radar or the group knows about the PCs but is generally ambivalent to them. This is the default for most PCs with most groups, and it carries no special benefits or detriments.</p><h3>Liked</h3><p>The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually friendly to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further.</p><h3>Admired</h3><p>The PCs have earned this group's admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are helpful toward the PCs, and those who aren't are friendly. Only major favors accrue Reputation Points.</p><h3>Revered</h3><p>The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is helpful toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them.</p><h3>Disliked</h3><p>The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually unfriendly to them. At this reputation, only moderate and major disservices reduce Reputation Points.</p><h3>Hated</h3><p>The PCs have earned this group's ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are hostile toward the PCs, and those who aren't are unfriendly. When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points.</p><h3>Hunted</h3><p>The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is hostile toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"I6lHRH3mWjfvhJrR","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.I6lHRH3mWjfvhJrR"}},"image":{},"name":"Resting","sort":717482,"src":null,"system":{},"text":{"content":"<p>Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:</p>\n<ul>\n<li>The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).</li>\n<li>The character loses the fatigued condition.</li>\n<li>The character reduces the severity of the doomed and drained conditions by 1.</li>\n<li>Most spellcasters need to rest before they regain their spells for the day.</li>\n</ul>\n<p>A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.</p>\n<p>Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.</p>\n<p>If a character goes more than 16 hours without going to sleep, they become fatigued.</p>\n<p>Taking long-term rest for faster recovery is part of downtime and can't be done during exploration.</p>\n<h2>Daily Preperations</h2>\n<p>Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.</p>\n<ul>\n<li>Spellcasters who prepare spells choose which spells they'll have available that day.</li>\n<li>Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.</li>\n<li>Each character equips their gear. This includes donning their armor and strapping on their weapons.</li>\n<li>Characters invest up to 10 worn magic items to gain their benefits for the day (page 531).</li>\n</ul>","format":1},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"0RnXjFday2Lp4ECG","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.0RnXjFday2Lp4ECG"}},"image":{},"name":"Sample Chases","sort":770717,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th colspan=\"2\"><h2>Underground Obstacles</h2></th></tr><tr><td><strong>Crumbling Corridor (1st)</strong></td><td><p>@Check[type:acrobatics|dc:13] to avoid disturbing the walls, @Check[type:crafting|dc:15] to shore up the walls;</p><p><strong>Quaking Corridor (11th)</strong> @Check[type:acrobatics|dc:25], @Check[type:crafting|dc:30]</p></td></tr><tr><td><strong>Fungus Grotto (1st)</strong></td><td><p>@Check[type:fortitude|dc:15] to endure poisonous spore, @Check[type:survival|dc:13] to avoid the mushrooms;</p><p><strong>Virulent Fungi (5th)</strong> @Check[type:fortitude|dc:20], @Check[type:survival|dc:18]</p></td></tr><tr><td><strong>Pit Trap (1st)</strong></td><td><p>@Check[type:athletics|dc:13] to quickly climb out, @Check[type:perception|dc:15] to spot the trap before it's triggered;</p><p><strong>Exceptional Pit Trap (5th)</strong> @Check[type:athletics|dc:20], @Check[type:perception|dc:18]</p></td></tr><tr><td><strong>Wandering Gelatinous Cube (1st)</strong></td><td><p>@Check[type:occultism|dc:18] to identify its deficiencies, @Check[type:stealth|dc:15] to sneak past;</p><p><strong>Wandering Black Pudding (7th)</strong> @Check[type:occultism|dc:24], @Check[type:stealth|dc:19]</p></td></tr><tr><td><strong>Collapsed Tunnel (5th)</strong></td><td><p>@Check[type:athletics|dc:20] to dig through, @Check[type:perception|dc:18] to find a secret door around;</p><p><strong>Ancient Collapse (12th)</strong> @Check[type:athletics|dc:30], @Check[type:perception|dc:28]</p></td></tr><tr><td><strong>Pendulum Trap (5th)</strong></td><td><p>@Check[type:reflex|dc:20] to dodge the blades, @Check[type:thievery|dc:15] to disable the tap;</p><p><strong>Panoply of Pendulums (12th)</strong> @Check[type:reflex|dc:30], @Check[type:thievery|dc:28]</p></td></tr><tr><td><strong>Wooden Portcullis (8th)</strong></td><td><p>@Check[type:acrobatics|dc:25] to squeeze through, @Check[type:athletics|dc:20] to lift the gate;</p><p><strong>Iron Portcullis (11th)</strong> @Check[type:acrobatics|dc:25], @Check[type:athletics|dc:30]</p></td></tr></tbody></table><table class=\"pf2-table\"><tbody><tr><th colspan=\"2\"><h2>Urban Obstacles</h2></th></tr><tr><td><strong>Crowd (1st)</strong></td><td><p>@Check[type:acrobatics|dc:15] or Athletics to weave or push through, @Check[type:society|dc:13] to follow the flow;</p><p><strong>Festival Crowd (4th)</strong> @Check[type:athletics|dc:20], @Check[type:society|dc:18]</p></td></tr><tr><td><strong>Fruit Cart (1st)</strong></td><td><p>@Check[type:athletics|dc:13] to vault over or smash through, @Check[type:intimidation|dc:15] to make the merchant move it;</p><p><strong>Merchant Pavilion (5th)</strong> @Check[type:athletics|dc:20], @Check[type:intimidation|dc:22]</p></td></tr><tr><td><strong>Guard Dog (1st)</strong></td><td><p>@Check[type:nature|dc:14] to calm, @Check[type:stealth|dc:16] to sneak past;</p><p><strong>Guard Roc (9th)</strong> @Check[type:nature|dc:26], @Check[type:stealth|dc:28]</p></td></tr><tr><td><strong>Rickety Rooftops (1st)</strong></td><td><p>@Check[type:acrobatics|dc:15] to cross clotheslines, @Check[type:athletics|dc:13] to jump from roof to roof;</p><p><strong>Crumbling, Steep Rooftops (5th)</strong> @Check[type:acrobatics|dc:18], @Check[type:athletics|dc:20]</p></td></tr><tr><td><strong>Wooden Fence (1st)</strong></td><td><p>@Check[type:athletics|dc:13] to climb over, @Check[type:thievery|dc:15] to unlock a gate;</p><p><strong>High Iron Fence (8th)</strong> @Check[type:athletics|dc:20], @Check[type:thievery|dc:25]</p></td></tr><tr><td><strong>Gang of Hooligans (2nd)</strong></td><td><p>@Check[type:deception|dc:13] to trick, @Check[type:stealth|dc:15] to sneak past;</p><p><strong>Elite Criminals (12th)</strong> @Check[type:deception|dc:28], @Check[type:stealth|dc:30]</p></td></tr><tr><td><strong>Twisting Alleyways (2nd)</strong></td><td><p>@Check[type:perception|dc:17] to find a path, @Check[type:society|dc:13] to recall a map;</p><p><strong>Multi-Story Maze (7th)</strong> @Check[type:perception|dc:22], @Check[type:society|dc:20]</p></td></tr></tbody></table><table class=\"pf2-table\"><tbody><tr><th colspan=\"2\"><h2>Wilderness Obstacles</h2></th></tr><tr><td><strong>Deep Mud (1st)</strong></td><td><p>@Check[type:athletics|dc:15] to slog through, @Check[type:perception|dc:13] to find a path;</p><p><strong>Horrid Bog (5th)</strong> @Check[type:athletics|dc:20], @Check[type:perception|dc:18]</p></td></tr><tr><td><strong>Downpour (1st)</strong></td><td><p>@Check[type:fortitude|dc:13] to push through, @Check[type:nature|dc:15] to predict the weather;</p><p><strong>Magical Thunderstorm (5th)</strong> @Check[type:fortitude|dc:30], @Check[type:nature|dc:25]</p></td></tr><tr><td><strong>Rope Bridge (1st)</strong></td><td><p>@Check[type:acrobatics|dc:15] to cross carefully, @Check[type:crafting|dc:13] to make repairs;</p><p><strong>Solitary Frayed Rope (11th)</strong> @Check[type:acrobatics|dc:25], @Check[type:crafting|dc:30]</p></td></tr><tr><td><strong>Rushing River (1st)</strong></td><td><p>@Check[type:athletics|dc:15] to swim or hop across stones, @Check[type:survival|dc:13] to find a ford nearby;</p><p><strong>Flash Flood (5th)</strong> @Check[type:athletics|dc:20], @Check[type:survival|dc:18]</p></td></tr><tr><td><strong>Steep Hills (1st)</strong></td><td><p>@Check[type:athletics|dc:13] to climb across, @Check[type:perception|dc:15] to find easier path;</p><p><strong>Rugged Mountain (5th)</strong> @Check[type:athletics|dc:20], @Check[type:perception|dc:18]</p></td></tr><tr><td><strong>Swarm of Wasps (1st)</strong></td><td><p>@Check[type:fortitude|dc:15] to endure stings, @Check[type:survival|dc:13] to smoke them out;</p><p><strong>Those Aren't Wasps! (5th)</strong> @Check[type:fortitude|dc:20], @Check[type:survival|dc:18]</p></td></tr><tr><td><strong>Tangled Forest (2nd)</strong></td><td><p>@Check[type:perception|dc:17] to find the way, @Check[type:survival|dc:13] to plot a path;</p><p><strong>Enchanted Forest (5th)</strong> @Check[type:perception|dc:20], @Check[type:survival|dc:18]</p></td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"l0rlB52Pzy6Vt1Ic","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.l0rlB52Pzy6Vt1Ic"}},"image":{},"name":"Scroll Prices","sort":771022,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th scope=\"col\"><strong>Name</strong></th><th scope=\"col\"><strong>Level</strong></th><th scope=\"col\"><strong>Price</strong></th><th scope=\"col\"><strong>Bulk</strong></th></tr><tr><td>1st-Level Scroll</td><td>1</td><td>4 gp</td><td>L</td></tr><tr><td>2nd-Level Scroll</td><td>3</td><td>12 gp</td><td>L</td></tr><tr><td>3rd-Level Scroll</td><td>5</td><td>30 gp</td><td>L</td></tr><tr><td>4th-Level Scroll</td><td>7</td><td>70 gp</td><td>L</td></tr><tr><td>5th-Level Scroll</td><td>9</td><td>150 gp</td><td>L</td></tr><tr><td>6th-Level Scroll</td><td>11</td><td>300 gp</td><td>L</td></tr><tr><td>7th-Level Scroll</td><td>13</td><td>600 gp</td><td>L</td></tr><tr><td>8th-Level Scroll</td><td>15</td><td>1,300 gp</td><td>L</td></tr><tr><td>9th-Level Scroll</td><td>17</td><td>3,000 gp</td><td>L</td></tr><tr><td>10th-Level Scroll</td><td>19</td><td>8,000 gp</td><td>L</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"SiMXtLf4YQeigzIE","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.SiMXtLf4YQeigzIE"}},"image":{},"name":"Senses","sort":716554,"src":null,"system":{},"text":{"content":"<p>The ways a creature can use Perception depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in:@UUID[Compendium.pf2e.conditionitems.1wQY3JYyhMYeeV2G], @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC], or @UUID[Compendium.pf2e.conditionitems.VRSef5y1LmL2Hkjf]. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.</p>\n<h2>Precise Senses</h2>\n<p>Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] basic action to better detect the creature.</p>\n<h2>Imprecise Senses</h2>\n<p>Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] condition instead of the observed condition. It might be undetected by you if it's using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the @UUID[Compendium.pf2e.actionspf2e.BlAOM2X92SI6HMtJ] basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC]—it can't make the creature @UUID[Compendium.pf2e.conditionitems.1wQY3JYyhMYeeV2G].</p>\n<h2>Vague Senses</h2>\n<p>A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] or @UUID[Compendium.pf2e.conditionitems.1wQY3JYyhMYeeV2G].</p><p>When one creature might detect another, the GM almost always uses the most precise sense available.</p><p>Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the scent ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as “echolocation (precise),” “scent (imprecise) 30 feet,” or the like.</p>\n<h1>Special Senses</h1>\n<p>While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.</p><p>Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.</p>\n<h2>Darkvision and Greater Darkvision</h2>\n<p>A creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level <em>@UUID[Compendium.pf2e.spells-srd.4GE2ZdODgIQtg51c]</em> spell, block normal darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.</p>\n<h2>Low-Light Vision</h2>\n<p>A creature with low-light vision can see in dim light as though it were bright light, so it ignores the @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] condition due to dim light.</p>\n<h2>Scent</h2>\n<p>Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).</p><p>If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.</p>\n<h2>Tremorsense</h2>\n<p>Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.</p>","format":1},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"uWJfFysCcoU1o2Hs","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.uWJfFysCcoU1o2Hs"}},"image":{},"name":"Skill Actions","sort":716016,"src":null,"system":{},"text":{"content":"<p><strong>TABLE: SKILL ACTIONS</strong></p><table class=\"pf2-table\"><tbody><tr><th><strong>Acrobatics</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.M76ycLAqHoAgbcej] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You move across a narrow surface or uneven ground, attempting an Acrobatics check against itsBalanceDC.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>YouStrideup to yourSpeed.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Qf1ylAbdVi1rkc8M] <span class=\"pf2-icon\">A</span></td><td>Trained</td><td>You try a difficult maneuver while flying.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.kMcV8e5EZUxa6evt]</td><td>Trained</td><td>You contort yourself to squeeze through a space so small you can barely fit through.</td></tr><tr><th><strong>Arcana</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo]{Recall Knowledge (Arcana)} <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.OizxuPb44g3eHPFh]</td><td>Trained</td><td>If you're anarcanespellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.d9gbpiQjChYDYA2L]</td><td>Trained</td><td>You attempt to decipher complicated writing or literature on an obscure topic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.eReSHVEPCsdkSL4G]</td><td>Trained</td><td>Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW]</td><td>Trained</td><td>You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll.</td></tr><tr><th><strong>Athletics</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You move up, down, or across an incline.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.SjmKHgI7a5Z9JzBx]{Force Open} <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You attempt to grab an opponent with your free hand.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.2HJ4yuEFY1Cast4h] <span class=\"pf2-icon\">D</span></td><td>Untrained</td><td>YouStride, then make a verticalLeapand attempt a @Check[type:athletics|dc:30] check to increase the height of your jump.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.JUvAvruz7yRQXfz2] <span class=\"pf2-icon\">D</span></td><td>Untrained</td><td>YouStride, then make a horizontalLeapand attempt an Athletics check to increase the length of your jump.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You push an opponent away from you.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You propel yourself through water.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.ge56Lu1xXVFYUnLP] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You try to knock an opponent to the ground.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Dt6B1slsBy8ipJu9] <span class=\"pf2-icon\">A</span></td><td>Trained</td><td>You try to knock something out of an opponent's grasp.</td></tr><tr><th><strong>Crafting</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo]{Recall Knowledge (Crafting)} <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.bT3skovyLUtP22ME]</td><td>Untrained</td><td>You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using therepair kitwith both hands.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.rmwa3OyhTZ2i2AHl]</td><td>Trained</td><td>You can make an item from raw materials.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.QyzlsLrqM0EEwd7j]</td><td>Trained</td><td>You use one of yourskillsto make money during downtime.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Q4kdWVOf2ztIBFg1]</td><td>Trained</td><td>You can identify the nature of an alchemical item with 10 minutes of testing usingalchemist's tools.</td></tr><tr><th><strong>Deception</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.GkmbTGfg8KcgynOA] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.AJstokjdG6iDjVjE]</td><td>Untrained</td><td>You create a disguise to pass yourself off as someone or something you are not.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.ewwCglB7XOPLUz72]</td><td>Untrained</td><td>You try to fool someone with an untruth.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X] <span class=\"pf2-icon\">A</span></td><td>Trained</td><td>With a misleading flourish, you leave an opponent unprepared for your real attack.</td></tr><tr><th><strong>Diplomacy</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.plBGdZhqq5JBl1D8]</td><td>Untrained</td><td>You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.OX4fy22hQgUHDr0q]</td><td>Untrained</td><td>With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.DCb62iCBrJXy0Ik6] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You can make a request of a creature that'sfriendlyorhelpfulto you.</td></tr><tr><th><strong>Intimidation</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.tHCqgwjtQtzNqVvd]</td><td>Untrained</td><td>With threats either veiled or overt, you attempt to bully a creature into doing what you want.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve.</td></tr><tr><th><strong>Lore</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo]{Recall Knowledge (Lore)} <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.QyzlsLrqM0EEwd7j]{Earn Income}</td><td>Trained</td><td>You use one of yourskillsto make money during downtime.</td></tr><tr><th><strong>MedicineProficiency</strong></th><th><strong>Summary</strong></th><th></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.MHLuKy4nQO2Z4Am1] <span class=\"pf2-icon\">D</span></td><td>Untrained</td><td>You perform first aid on an adjacent creature that is dying or bleeding.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo]{Recall Knowledge (Medicine)} <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.TC7OcDa7JlWbqMaN]</td><td>Trained</td><td>You spend at least 8 hours caring for a diseased creature.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.KjoCEEmPGTeFE4hh] <span class=\"pf2-icon\">A</span></td><td>Trained</td><td>You treat a patient to prevent the spread of poison.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}</td><td>Trained</td><td>You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose).</td></tr><tr><th><strong>Nature</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.q9nbyIF0PEBqMtYe] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You issue an order to an animal.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo]{Recall Knowledge (Nature)} <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.eReSHVEPCsdkSL4G]</td><td>Trained</td><td>Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW]</td><td>Trained</td><td>You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll.</td></tr><tr><th><strong>Occultism</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo]{Recall Knowledge (Occultism)} <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.d9gbpiQjChYDYA2L]</td><td>Trained</td><td>You attempt to decipher complicated writing or literature on an obscure topic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.eReSHVEPCsdkSL4G]</td><td>Trained</td><td>Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW]{Learn a Spell}</td><td>Trained</td><td>You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll.</td></tr><tr><th><strong>Performance</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.EEDElIyin4z60PXx] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>When making a brief performance—one song, a quick dance, or a few jokes—you use thePerformaction.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.QyzlsLrqM0EEwd7j]{Earn Income}</td><td>Trained</td><td>You use one of yourskillsto make money during downtime.</td></tr><tr><th><strong>Religion</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo]{Recall Knowledge (Religion)} <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.d9gbpiQjChYDYA2L]</td><td>Trained</td><td>You attempt to decipher complicated writing or literature on an obscure topic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.eReSHVEPCsdkSL4G]</td><td>Trained</td><td>Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.Q5iIYCFdqJFM31GW]{Learn a Spell}</td><td>Trained</td><td>You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll.</td></tr><tr><th><strong>Society</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo]{Recall Knowledge (Society)} <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.49y9Ec4bDii8pcD3]</td><td>Untrained</td><td>You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described on page 294.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.ftG89SjTSa9DYDOD]</td><td>Trained</td><td>You create a forged document, usually over the course of a day or a week.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.d9gbpiQjChYDYA2L]{{Decipher Writing}</td><td>Trained</td><td>You attempt to decipher complicated writing or literature on an obscure topic.</td></tr><tr><th><strong>Stealth</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.qVNVSmsgpKFGk9hV] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>Youhidea small object on your person (such as a weapon of lightBulk).</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You huddle behind cover or greater cover or deeper into concealment to becomehidden, rather thanobserved.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You can attempt to move to another place while becoming or stayingundetected.</td></tr><tr><th><strong>Survival</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.fJImDBQfqfjKJOhk]</td><td>Untrained</td><td>Using the stars, the position of the sun,traitsof the geography or flora, or the behavior of fauna, you can stay oriented in the wild.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.49y9Ec4bDii8pcD3]</td><td>Untrained</td><td>You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described on page 294.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.SB7cMECVtE06kByk]</td><td>Trained</td><td>You cover your tracks, moving up to half your travelSpeed, using the rules on page 479).</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.EA5vuSgJfiHH7plD]</td><td>Trained</td><td>You follow tracks, moving at up to half your travelSpeed, using the rules on page 479).</td></tr><tr><th><strong>Thievery</strong></th><th><strong>Proficiency</strong></th><th><strong>Summary</strong></th></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.ijZ0DDFpMkWqaShd] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>Palming a small, unattended object without being noticed requires you to roll a single Thievery check against thePerceptionDCs of all creatures who are currently observing you.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.RDXXE7wMrSPCLv5k] <span class=\"pf2-icon\">A</span></td><td>Untrained</td><td>You try to take a small object from another creature without being noticed.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.cYdz2grcOcRt4jk6] <span class=\"pf2-icon\">D</span></td><td>Trained</td><td>This action allows you todisarma trap or another complex device.</td></tr><tr><td>@UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H] <span class=\"pf2-icon\">D</span></td><td>Trained</td><td>Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found on page 290).</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"G1Rje9eYCFEByzjg","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.G1Rje9eYCFEByzjg"}},"image":{},"name":"Special Battles","sort":770729,"src":null,"system":{},"text":{"content":"<p>Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.</p>\n<h2>Mounted Combat</h2>\n<p>You can ride some creatures into combat. As noted in the @UUID[Compendium.pf2e.actionspf2e.PM5jvValFkbFH3TV] specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the Command an Animal action to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you @UUID[Compendium.pf2e.actionspf2e.q9nbyIF0PEBqMtYe] that's your mount.</p>\n<p>For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to @UUID[Compendium.pf2e.actionspf2e.Bcxarzksqt9ezrs6]. You could spend your next action to attack or to command the horse to attack, but not both.</p>\n<h3><strong>Mounted Attacks</strong></h3>\n<p>You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you @UUID[Compendium.pf2e.actionspf2e.VjxZFuUXrCU94MWR] and then Command an Animal to have your mount Strike, your mount's attack takes a -5 multiple attack penalty.</p>\n<p>You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach.</p>\n<h3><strong>Mounted Defenses</strong></h3>\n<p>When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.</p>\n<p>Because you can't move your body as freely while you're riding a mount, you take a -2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount.</p>\n<h2>Aerial Combat</h2>\n<p>Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the @UUID[Compendium.pf2e.actionspf2e.cS9nfDRGD83bNU1p] action to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using Acrobatics to @UUID[Compendium.pf2e.actionspf2e.Qf1ylAbdVi1rkc8M]. Creatures might fall from the sky, using the falling rules. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't @UUID[Compendium.pf2e.actionspf2e.d5I6018Mci2SWokk].</p>\n<h2>Aquatic Combat</h2>\n<p>Use these rules for battles in water or underwater:</p>\n<ul>\n<li>You're flat-footed unless you have a swim Speed.</li>\n<li>You gain resistance 5 to acid and fire.</li>\n<li>You take a -2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.</li>\n<li>Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.</li>\n<li>You can't cast fire spells or use actions with the fire trait underwater.</li>\n<li>At the GM's discretion, some ground-based actions might not work underwater or while floating.</li>\n</ul>\n<h3><strong>Drowning and Suffocation</strong></h3>\n<p>You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.</p>\n<p>When you run out of air, you fall unconscious and start suffocating. You can't recover from being unconscious and must attempt a @Check[type:fortitude|dc:20] save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points).</p>","format":1},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"qMNBD91gc5kIKPs2","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.qMNBD91gc5kIKPs2"}},"image":{},"name":"Spellcasting Services","sort":1562500,"src":null,"system":{},"text":{"content":"<p>Spellcasting services, listed on the table below, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.</p><table class=\"pf2-table\"><thead><tr><th>Spell Level</th><th>Price*</th><th> </th><th>Spell Level</th><th>Price*</th><th> </th></tr></thead><tbody><tr><td>1st</td><td>3 gp</td><td> </td><td>6th</td><td>160 gp</td><td> </td></tr><tr><td>2nd</td><td>7 gp</td><td> </td><td>7th</td><td>360 gp</td><td> </td></tr><tr><td>3rd</td><td>18 gp</td><td> </td><td>8th</td><td>720 gp</td><td> </td></tr><tr><td>4th</td><td>40 gp</td><td> </td><td>9th</td><td>1,800 gp</td><td> </td></tr><tr><td>5th</td><td>80 gp</td><td> </td><td> </td><td> </td><td> </td></tr></tbody><tfoot><tr><td colspan=\"6\">* Plus any cost required to cast the specific spell.</td></tr></tfoot></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"IliVJaEHaOklcg86","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.IliVJaEHaOklcg86"}},"image":{},"name":"Stamina","sort":787891,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>TABLE: STAMINA AND HIT POINTS BY CLASS</strong></caption><tbody><tr><th><strong>Normal Class HP</strong></th><th><strong>Class Stamina Points</strong></th><th><strong>Class Hit Points</strong></th><th><strong>Classes</strong></th></tr><tr><td>6 + Con modifier</td><td>3 + Con modifier</td><td>3</td><td>Sorcerer, wizard</td></tr><tr><td>8 + Con modifier</td><td>4 + Con modifier</td><td>4</td><td>Alchemist, bard, cleric, druid, rogue</td></tr><tr><td>10 + Con modifier</td><td>5 + Con modifier</td><td>5</td><td>Champion, fighter, monk, ranger</td></tr><tr><td>12 + Con modifier</td><td>6 + Con modifier</td><td>6</td><td>Barbarian</td></tr></tbody></table><p>In some fantasy stories, the heroes are able to avoid any serious injury until the situation gets dire, getting by with a graze or a flesh wound and needing nothing more than a quick rest to get back on their feet. If your group wants to tell tales like those, you can use the stamina variant to help make that happen.</p><h2>Stamina Points</h2><p>Stamina Points represent a character's energy and readiness. They're reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if they're out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points.</p><p>Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A <em>heal</em> spell restores Hit Points, not Stamina Points, and the actions described below (like Take a Breather) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full night's rest. Hit Points still determine whether a character remains conscious—a character at 0 HP is unconscious, no matter how many Stamina Points they have. In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of table above at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game.</p><h2>Resolve Points</h2><p>In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A character's maximum Resolve Points is equal to their key ability modifier, and a character regains all their Resolve Points with a full night's rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way.</p><h3>Stabilize</h3><p>If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character's next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize.</p><h2>Stamina Actions</h2><ul><li>@UUID[Compendium.pf2e.actionspf2e.qc0VsZ0UesnurUUB]</li><li>@UUID[Compendium.pf2e.actionspf2e.xJEkXFJgEfEida27]</li></ul><h2>Stamina Feats</h2><ul><li>@UUID[Compendium.pf2e.feats-srd.dUnT3HWMFD3d2eBJ]</li><li>@UUID[Compendium.pf2e.feats-srd.jFmdevE4nKevovzo]</li></ul><h2>Other Creatures</h2><p>There's no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, it's easiest to turn half the creature's Hit Points into Stamina Points. While enemy healers still work as they're intended to, players might be upset about the enemies' ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies' Stamina Points. In this case, give more enemies Stamina Points to compensate.</p><h2>No-Limit Stamina</h2><p>If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make Taking a Breather and Rally free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as it's too powerful if there's no cost to use it! Alternatively, if you want to keep it, you can require a character to Take a Breather before they can Steel their Resolve again.</p><h2>Stamina's Impact</h2><p>The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via Taking a Breather and Treating Wounds as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies.</p><p>Because spells that heal Hit Points don't restore Stamina Points, it's a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle.</p>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"FOI43M8DJe2lkMwl","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.FOI43M8DJe2lkMwl"}},"image":{},"name":"Structures","sort":2800000,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>STRUCTURES</strong></caption><tbody><tr><th><strong>Door</strong></th><th><strong>Climb DC</strong></th><th><strong>Hardness, HP (BT)</strong></th></tr><tr><td>Wood</td><td>20</td><td>10, 40 (20)</td></tr><tr><td>Stone</td><td>30</td><td>14, 56 (28)</td></tr><tr><td>Reinforced Wood</td><td>15</td><td>15, 60 (30)</td></tr><tr><td>Iron</td><td>30</td><td>18, 72 (36)</td></tr><tr><th><strong>Wall</strong></th><th><strong>Climb DC</strong></th><th><strong>Hardness, HP (BT)</strong></th></tr><tr><td>Crumbling Masonry</td><td>15</td><td>10, 40 (20)</td></tr><tr><td>Wooden Slats</td><td>15</td><td>10, 40 (20)</td></tr><tr><td>Masonry</td><td>20</td><td>14, 56 (28)</td></tr><tr><td>Hewn Stone</td><td>30</td><td>14, 56 (28)</td></tr><tr><td>Iron</td><td>40</td><td>18, 72 (36)</td></tr><tr><th><strong>Portcullis</strong></th><th><strong>Climb DC</strong></th><th><strong>Hardness, HP (BT)</strong></th></tr><tr><td>Wood</td><td>10</td><td>10, 40 (20)</td></tr><tr><td>Iron</td><td>10</td><td>18, 72 (36)</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"kxDloJH5ImKnIV9P","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.kxDloJH5ImKnIV9P"}},"image":{},"name":"Temperature Effects","sort":3400000,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>TABLE: TEMPERATURE EFFECTS</strong></caption><thead><tr><th>Category</th><th>Temperature</th><th>Fatigue</th><th>Damage</th></tr></thead><tbody><tr><td><strong>Incredible cold</strong></td><td>-80º F or colder</td><td>2 hours</td><td>Moderate cold every minute</td></tr><tr><td><strong>Extreme cold</strong></td><td>-79º F to -20º F</td><td>4 hours</td><td>Minor cold every 10 minutes</td></tr><tr><td><strong>Severe cold</strong></td><td>-21º F to 12º F</td><td>4 hours</td><td>Minor cold every hour</td></tr><tr><td><strong>Mild cold</strong></td><td>13º F to 32º F</td><td>4 hours</td><td>None</td></tr><tr><td><strong>Normal</strong></td><td>33º F to 94º F</td><td>8 hours</td><td>None</td></tr><tr><td><strong>Mild heat</strong></td><td>95º F* to 104º F*</td><td>4 hours</td><td>None</td></tr><tr><td><strong>Severe heat</strong></td><td>105º F* to 114º F</td><td>4 hours</td><td>Minor fire every hour</td></tr><tr><td><strong>Extreme heat</strong></td><td>115º F to 139º F</td><td>4 hours</td><td>Minor fire every 10 minutes</td></tr><tr><td><strong>Incredible heat</strong></td><td>140º F or warmer</td><td>2 hours</td><td>Moderate fire every minute</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"cjD6YVPQpmYiOPdC","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.cjD6YVPQpmYiOPdC"}},"image":{},"name":"Terrain in Encounters","sort":770632,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\" border=\"1\"><tbody><tr><th></th><th><p><strong>TERRAIN IN ENCOUNTERS</strong></p></th></tr><tr><td><strong>Difficult Terrain</strong></td><td>Each square costs 5 extra feet of movement</td></tr><tr><td><strong>Greater Difficult Terrain</strong></td><td>Each square costs 10 extra feet of movement</td></tr><tr><td><strong>Hazardous Terrain</strong></td><td>Moving through terrain deals damage.</td></tr><tr><td><strong>Narrow Surface</strong></td><td>@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] and must @UUID[Compendium.pf2e.actionspf2e.M76ycLAqHoAgbcej] to cross. When you're hit or fail a save, succeed at a Reflex save or fall.</td></tr><tr><td><strong>Uneven Ground</strong></td><td>@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]<strong> </strong>and might need to @UUID[Compendium.pf2e.actionspf2e.M76ycLAqHoAgbcej] or fall prone. When you're hit or fail a save, succeed at a Reflex save or fall.</td></tr><tr><td><strong>Incline</strong></td><td>You need to @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy] to ascend an incline. You're @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] while Climbing.</td></tr></tbody></table><h1>Terrain</h1><p>Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.</p><h2>Difficult Terrain</h2><p>Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of greater difficult terrain instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't @UUID[Compendium.pf2e.actionspf2e.UHpkTuCtyaPqiCAB] into difficult terrain.</p><p>Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise.</p><h2>Hazardous Terrain</h2><p>Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain.</p><h2>Narrow Surfaces</h2><p>A narrow surface is so precariously thin that you need to @UUID[Compendium.pf2e.actionspf2e.M76ycLAqHoAgbcej] (see Acrobatics) or risk falling. Even on a success, you are @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] on a narrow surface. Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the Acrobatics check to @UUID[Compendium.pf2e.actionspf2e.M76ycLAqHoAgbcej]) or fall.</p><h2>Uneven Ground</h2><p>Uneven ground is an area unsteady enough that you need to @UUID[Compendium.pf2e.actionspf2e.M76ycLAqHoAgbcej] (see Acrobatics) or risk falling @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60] and possibly injuring yourself, depending on the specifics of the uneven ground. You are @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to @UUID[Compendium.pf2e.actionspf2e.M76ycLAqHoAgbcej]) or fall prone.</p><h2>Inclines</h2><p>An incline is an area so steep that you need to @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy] using the Athletics skill in order to progress upward. You're @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] hen @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]{Climbing} an incline.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ok2IPQGIrxj8h1vs","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.ok2IPQGIrxj8h1vs"}},"image":{},"name":"Three-Dimensional Combat","sort":770644,"src":null,"system":{},"text":{"content":"<p>In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:</p>\n<ul>\n<li>Find platforms to place flying creatures' miniatures on.</li>\n<li>Set a die next to a creature with the number indicating how many squares up in the air it is.</li>\n<li>Make a stack of dice or tokens, 1 per 5 feet of elevation.</li>\n<li>Write the elevation next to the monster on the grid.</li>\n</ul>\n<p>In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from.</p>\n<p>As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions— creatures above and below an enemy can flank it just as effectively as they can from opposite sides.</p>","format":1},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"YVLMgNxXTUQuDJgp","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.YVLMgNxXTUQuDJgp"}},"image":{},"name":"Travel Speed","sort":1650000,"src":null,"system":{},"text":{"content":"<p>Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.</p><table class=\"pf2-table\"><tbody><tr><th><strong>Speed</strong></th><th><strong>Feet per Minute</strong></th><th><strong>Miles per Hour</strong></th><th><strong>Miles per Day</strong></th></tr><tr><td>10</td><td>100</td><td>1</td><td>8</td></tr><tr><td>15</td><td>150</td><td>1-1/2</td><td>12</td></tr><tr><td>20</td><td>200</td><td>2</td><td>16</td></tr><tr><td>25</td><td>250</td><td>2-1/2</td><td>20</td></tr><tr><td>30</td><td>300</td><td>3</td><td>24</td></tr><tr><td>35</td><td>350</td><td>3-1/2</td><td>28</td></tr><tr><td>40</td><td>400</td><td>4</td><td>32</td></tr><tr><td>50</td><td>500</td><td>5</td><td>40</td></tr><tr><td>60</td><td>600</td><td>6</td><td>48</td></tr></tbody></table><p>The rates in the table above assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting. Moving through difficult terrain halves the listed movement rate. Greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Ly8l2GT6dbvuY3A2","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.Ly8l2GT6dbvuY3A2"}},"image":{},"name":"Treasure","sort":770924,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>Party Treasure by Level</strong></caption><tbody><tr><th><strong>Level</strong></th><th><strong>Total Value</strong></th><th><p><strong>Permanent Items</strong></p><p><strong>(By Item Level)</strong></p></th><th><p><strong>Consumables</strong></p><p><strong>(By Item Level)</strong></p></th><th><strong>Party Currency</strong></th><th><p><strong>Currency per</strong></p><p><strong>Additional PC</strong></p></th></tr><tr><td>1</td><td>175 gp</td><td><strong>2nd</strong>: 2, <strong>1st</strong>: 2</td><td><strong>2nd</strong>: 2, <strong>1st</strong>: 3</td><td>40 gp</td><td>10 gp</td></tr><tr><td>2</td><td>300 gp</td><td><strong>3rd</strong>: 2, <strong>2nd</strong>: 2</td><td><strong>3rd</strong>: 2, <strong>2nd</strong>: 2, <strong>1st</strong>: 2</td><td>70 gp</td><td>18 gp</td></tr><tr><td>3</td><td>500 gp</td><td><strong>4th</strong>: 2, <strong>3rd</strong>: 2</td><td><strong>4th</strong>: 2, <strong>3rd</strong>: 2, <strong>2nd</strong>: 2</td><td>120 gp</td><td>30 gp</td></tr><tr><td>4</td><td>860 gp</td><td><strong>5th</strong>: 2, <strong>4th</strong>: 2</td><td><strong>5th</strong>: 2, <strong>4th</strong>: 2, <strong>3rd</strong>: 2</td><td>200 gp</td><td>50 gp</td></tr><tr><td>5</td><td>1,350 gp</td><td><strong>6th</strong>: 2, <strong>5th</strong>: 2</td><td><strong>6th</strong>: 2, <strong>5th</strong>: 2, <strong>4th</strong>: 2</td><td>320 gp</td><td>80 gp</td></tr><tr><td>6</td><td>2,000 gp</td><td><strong>7th</strong>: 2, <strong>6th</strong>: 2</td><td><strong>7th</strong>: 2, <strong>6th</strong>: 2, <strong>5th</strong>: 2</td><td>500 gp</td><td>125 gp</td></tr><tr><td>7</td><td>2,900 gp</td><td><strong>8th</strong>: 2, <strong>7th</strong>: 2</td><td><strong>8th</strong>: 2, <strong>7th</strong>: 2, <strong>6th</strong>: 2</td><td>720 gp</td><td>180 gp</td></tr><tr><td>8</td><td>4,000 gp</td><td><strong>9th</strong>: 2, <strong>8th</strong>: 2</td><td><strong>9th</strong>: 2, <strong>8th</strong>: 2, <strong>7th</strong>: 2</td><td>1,000 gp</td><td>250 gp</td></tr><tr><td>9</td><td>5,700 gp</td><td><strong>10th</strong>: 2, <strong>9th</strong>: 2</td><td><strong>10th</strong>: 2, <strong>9th</strong>: 2, <strong>8th</strong>: 2</td><td>1,400 gp</td><td>350 gp</td></tr><tr><td>10</td><td>8,000 gp</td><td><strong>11th</strong>: 2, <strong>10th</strong>: 2</td><td><strong>11th</strong>: 2, <strong>10th</strong>: 2, <strong>9th</strong>: 2</td><td>2,000 gp</td><td>500 gp</td></tr><tr><td>11</td><td>11,500 gp</td><td><strong>12th</strong>: 2, <strong>11th</strong>: 2</td><td><strong>12th</strong>: 2, <strong>11th</strong>: 2, <strong>10th</strong>: 2</td><td>2,800 gp</td><td>700 gp</td></tr><tr><td>12</td><td>16,500 gp</td><td><strong>13th</strong>: 2, <strong>12th</strong>: 2</td><td><strong>13th</strong>: 2, <strong>12th</strong>: 2, <strong>11th</strong>: 2</td><td>4,000 gp</td><td>1,000 gp</td></tr><tr><td>13</td><td>25,000 gp</td><td><strong>14th</strong>: 2, <strong>13th</strong>: 2</td><td><strong>14th</strong>: 2, <strong>13th</strong>: 2, <strong>12th</strong>: 2</td><td>6,000 gp</td><td>1,500 gp</td></tr><tr><td>14</td><td>36,500 gp</td><td><strong>15th</strong>: 2, <strong>14th</strong>: 2</td><td><strong>15th</strong>: 2, <strong>14th</strong>: 2, <strong>13th</strong>: 2</td><td>9,000 gp</td><td>2,250 gp</td></tr><tr><td>15</td><td>54,500 gp</td><td><strong>16th</strong>: 2, <strong>15th</strong>: 2</td><td><strong>16th</strong>: 2, <strong>15th</strong>: 2, <strong>14th</strong>: 2</td><td>13,000 gp</td><td>3,250 gp</td></tr><tr><td>16</td><td>82,500 gp</td><td><strong>17th</strong>: 2, <strong>16th</strong>: 2</td><td><strong>17th</strong>: 2, <strong>16th</strong>: 2, <strong>15th</strong>: 2</td><td>20,000 gp</td><td>5,000 gp</td></tr><tr><td>17</td><td>128,000 gp</td><td><strong>18th</strong>: 2, <strong>17th</strong>: 2</td><td><strong>18th</strong>: 2, <strong>17th</strong>: 2, <strong>16th</strong>: 2</td><td>30,000 gp</td><td>7,500 gp</td></tr><tr><td>18</td><td>208,000 gp</td><td><strong>19th</strong>: 2, <strong>18th</strong>: 2</td><td><strong>19th</strong>: 2, <strong>18th</strong>: 2, <strong>17th</strong>: 2</td><td>48,000 gp</td><td>12,000 gp</td></tr><tr><td>19</td><td>355,000 gp</td><td><strong>20th</strong>: 2, <strong>19th</strong>: 2</td><td><strong>20th</strong>: 2, <strong>19th</strong>: 2, <strong>18th</strong>: 2</td><td>80,000 gp</td><td>20,000 gp</td></tr><tr><td>20</td><td>490,000 gp</td><td><strong>20th</strong>: 4</td><td><strong>20th</strong>: 4, <strong>19th</strong>: 2</td><td>140,000 gp</td><td>35,000 gp</td></tr></tbody></table><h2 class=\"title\">Treasure (Creative Adventures)</h2><p>Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play.</p><h2>Treasure</h2><p>As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.</p><p>This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.</p><h2>Treasure by Level</h2><p>Party Treasure by Level table on top of this page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game.</p><p>For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.</p><p>When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.</p><p>Some creature entries in the Pathfinder Bestiary list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level. Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.</p><h3 class=\"title\">Currency</h3><p>A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.</p><p>If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price.</p><h3 class=\"title\">Other Types of Treasure</h3><p>Not all treasure has to be items or currency. Crafters can use the Crafting skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop.</p><h3 class=\"title\">Treasure and Rarity</h3><p>Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.</p><p>Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world.</p><h3 class=\"title\">Different Item Levels</h3><p>The levels listed for items on Table 10-9: Party Treasure by Level aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a <em>runestone</em> with a <em>fortification</em> rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level <em>+2 resilient armor</em> (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level <em>shadow</em> rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.</p><p>However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11th-level permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!</p><p>If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly.</p><h3 class=\"title\">Different Party Sizes</h3><p>If a party has more than four characters, add the following for each additional character:</p><ul><li>One permanent item of the party's level or 1 levelhigher</li><li>Two consumables, usually one of the party's level and one of 1 level higher</li><li>Currency equal to the value in the Currency per Additional PC column of Table 10-9</li></ul><p>If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size.</p><p><strong>Sidebar(s) </strong>@UUID[.f2wr86966A0oUUA0]{Adjusting Treasure}</p><h2 class=\"title\">Buying and Selling Items</h2><p>Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price.</p><h2 class=\"title\">Treasure (GMG Advice)</h2><p>The game's math is based on PCs looking to find, buy, or craft items that are the same level as them—this includes weapons and armor with fundamental runes, and items that help with the PC's favorite skills or tactics. A PC who gets the item at that level will typically be ahead of the monsters, hazards, and skill DCs briefly, before their challenges start to catch back up. The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PC's level). The treasure assignment is measured across a level instead of per encounter because some encounters won't have treasure, some will have extra treasure, and some treasure hoards or rewards might be found outside encounters entirely. If your campaign structure works better by giving out treasure for individual encounters—such as some dungeon crawls or sandbox games—see @UUID[.oBOw6E6V7ncrB1rN]{Treasure Per Encounter}.</p><p>As you choose treasure, look at the flow of treasure in the campaign, and see which PCs are ahead and which are behind. It's usually best to mix “core items,” treasure linked to a PC's main abilities, with treasure that has unusual, less broadly applicable powers. For instance, a champion might not purchase <em>plate armor of the deep</em>, but they will likely wear it if they find it. These items should always be useful—a party without a primal spellcaster won't have much use for an <em>animal staff</em>. The number of core items to give out depends partly on how much the campaign allows for crafting and buying items.</p><ul><li>If there are few limits on buying items and there's plenty of time to craft, make about half the permanent items you give out core items. The PCs have plenty of ways to obtain the items they want.</li><li>If purchasing items and obtaining formulas is somewhat difficult, make about three-fourths of the permanent items core items. If a PC really wants an item, they might have to do extra work to get it.</li><li>If there are no magic item shops or other ways to purchase items and formulas, make all the permanent items core items. In this case, it might work better for your game to use @UUID[.SnSGU7DPiogZ9JOr]{Automatic Bonus Progression} to eliminate the need for core items.</li></ul><h2 class=\"title\">Selling Items</h2><p>The PCs' ability to sell items plays a big part in their ability to equip themselves how they want. It's expected that a Pathfinder campaign strives for some amount of verisimilitude—that PCs can't find a buyer for every item, especially if they're selling multiple copies of the same thing. Players should not have the expectation that they can sell whatever they want whenever they want. They might be unable to sell items that wouldn't be in demand, have to take a lower percentage, or have trouble selling items in places without massive wealth.</p><p>If you don't want to deal with that level of detail, you can choose to make selling items more abstract, allowing the PCs to sell anything for half Price essentially at any time. Since this makes it far easier for PCs to outfit themselves how they want, they might be more powerful.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"oBOw6E6V7ncrB1rN","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.oBOw6E6V7ncrB1rN"}},"image":{},"name":"Treasure Per Encounter","sort":771046,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th><strong>Level</strong></th><th><strong>Total Treasure per Level</strong></th><th><strong>Low</strong></th><th><strong>Moderate</strong></th><th><strong>Severe</strong></th><th><strong>Extreme</strong></th><th><strong>Extra Treasure</strong></th></tr><tr><td>1</td><td>175 gp</td><td>13 gp</td><td>18 gp</td><td>26 gp</td><td>35 gp</td><td>35 gp</td></tr><tr><td>2</td><td>300 gp</td><td>23 gp</td><td>30 gp</td><td>45 gp</td><td>60 gp</td><td>60 gp</td></tr><tr><td>3</td><td>500 gp</td><td>38 gp</td><td>50 gp</td><td>75 gp</td><td>100 gp</td><td>100 gp</td></tr><tr><td>4</td><td>850 gp</td><td>65 gp</td><td>85 gp</td><td>130 gp</td><td>170 gp</td><td>170 gp</td></tr><tr><td>5</td><td>1,350 gp</td><td>100 gp</td><td>135 gp</td><td>200 gp</td><td>270 gp</td><td>270 gp</td></tr><tr><td>6</td><td>2,000 gp</td><td>150 gp</td><td>200 gp</td><td>300 gp</td><td>400 gp</td><td>400 gp</td></tr><tr><td>7</td><td>2,900 gp</td><td>220 gp</td><td>290 gp</td><td>440 gp</td><td>580 gp</td><td>580 gp</td></tr><tr><td>8</td><td>4,000 gp</td><td>300 gp</td><td>400 gp</td><td>600 gp</td><td>800 gp</td><td>800 gp</td></tr><tr><td>9</td><td>5,700 gp</td><td>430 gp</td><td>570 gp</td><td>860 gp</td><td>1,140 gp</td><td>1,140 gp</td></tr><tr><td>10</td><td>8,000 gp</td><td>600 gp</td><td>800 gp</td><td>1,200 gp</td><td>1,600 gp</td><td>1,600 gp</td></tr><tr><td>11</td><td>11,500 gp</td><td>865 gp</td><td>1,150 gp</td><td>1,725 gp</td><td>2,300 gp</td><td>2,300 gp</td></tr><tr><td>12</td><td>16,500 gp</td><td>1,250 gp</td><td>1,650 gp</td><td>2,475 gp</td><td>3,300 gp</td><td>3,300 gp</td></tr><tr><td>13</td><td>25,000 gp</td><td>1,875 gp</td><td>2,500 gp</td><td>3,750 gp</td><td>5,000 gp</td><td>5,000 gp</td></tr><tr><td>14</td><td>36,500 gp</td><td>2,750 gp</td><td>3,650 gp</td><td>5,500 gp</td><td>7,300 gp</td><td>7,300 gp</td></tr><tr><td>15</td><td>54,500 gp</td><td>4,100 gp</td><td>5,450 gp</td><td>8,200 gp</td><td>10,900 gp</td><td>10,900 gp</td></tr><tr><td>16</td><td>82,500 gp</td><td>6,200 gp</td><td>8,250 gp</td><td>12,400 gp</td><td>16,500 gp</td><td>16,500 gp</td></tr><tr><td>17</td><td>128,000 gp</td><td>9,600 gp</td><td>12,800 gp</td><td>19,200 gp</td><td>25,600 gp</td><td>25,600 gp</td></tr><tr><td>18</td><td>208,000 gp</td><td>15,600 gp</td><td>20,800 gp</td><td>31,200 gp</td><td>41,600 gp</td><td>41,600 gp</td></tr><tr><td>19</td><td>355,000 gp</td><td>26,600 gp</td><td>35,500 gp</td><td>53,250 gp</td><td>71,000 gp</td><td>71,000 gp</td></tr><tr><td>20</td><td>490,000 gp</td><td>36,800 gp</td><td>49,000 gp</td><td>73,500 gp</td><td>98,000 gp</td><td>98,000 gp</td></tr></tbody></table><p>The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table above. It takes the treasure budget for each level from @UUID[.Ly8l2GT6dbvuY3A2]{Treasure by Level} table and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this.</p>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"kL8yx8vz9FMCIYC1","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.kL8yx8vz9FMCIYC1"}},"image":{},"name":"Treat Wounds","sort":717384,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><caption><strong>TREAT WOUNDS</strong></caption><tbody><tr><th>Proficiency</th><th>DC</th><th>Success Healing</th><th>Critical Healing</th></tr><tr><td>Trained</td><td>15</td><td>[[/r 2d8 #Successful Trained Healing]]</td><td>[[/r 4d8 #Critical Trained Healing]]</td></tr><tr><td>Expert*</td><td>20</td><td>[[/r 2d8+10 #Successful Expert Healing]]</td><td>[[/r 4d8+10 #Critical Expert Healing]]</td></tr><tr><td>Master*</td><td>30</td><td>[[/r 2d8+30 #Successful Master Healing]]</td><td>[[/r 4d8+30 #Critical Master Healing]]</td></tr><tr><td>Legendary*</td><td>40</td><td>[[/r 2d8+50 #Successful Legendary Healing]]</td><td>[[/r 4d8+50 #Critical Legendary Healing]]</td></tr></tbody><tfoot><tr><td colspan=\"4\">* Rolling against a higher DC is optional.</td></tr></tfoot></table><h1>Treat Wounds</h1><p><strong>Requirements </strong>You have healer's tools.</p><hr /><p>You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).</p><p>The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.</p><p>If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.</p><p>The result of your Medicine check determines how many Hit Points the target regains.</p><p><strong>Critical Success </strong>The target regains <a class=\"inline-roll roll\" title=\"4d8\" data-mode=\"roll\" data-flavor data-formula=\"4d8\">4d8</a> Hit Points, and its wounded condition is removed.</p><p><strong>Success </strong>The target regains <a class=\"inline-roll roll\" title=\"2d8\" data-mode=\"roll\" data-flavor data-formula=\"2d8\">2d8</a> Hit Points, and its wounded condition is removed.</p><p><strong>Critical Failure</strong> The target takes <a class=\"inline-roll roll\" title=\"1d8\" data-mode=\"roll\" data-flavor data-formula=\"1d8\">1d8</a> damage.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"zymZw8KQe0nkRf5L","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.zymZw8KQe0nkRf5L"}},"image":{},"name":"Victory Points","sort":770753,"src":null,"system":{},"text":{"content":"<h3>Accumulating Rolls</h3><p><strong>Critical Success</strong> The PCs gain 2 Victory Points.</p><p><strong>Success </strong>The PCs gain 1 Victory Point.</p><p><strong>Critical Failure </strong>The PCs lose 1 Victory Point. This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare‑brained schemes have a fair chance of losing the PCs 1 Victory Point.</p><h3>Diminishing Rolls</h3><p><strong>Critical Success</strong> If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.</p><p><strong>Success </strong>The PCs avoid losing any Victory Points.</p><p><strong>Failure </strong>The PCs lose 1 Victory Point.</p><p><strong>Critical Failure </strong>The PCs lose 2 Victory Points.</p><table class=\"pf2-table\"><caption><strong>Table: Victory Point Scales</strong></caption><tbody><tr><th><strong>Duration of Challenge</strong></th><th><strong>VP End Point</strong></th><th><strong>VP Thresholds</strong></th></tr><tr><td>Quick encounter</td><td>3-5</td><td>-</td></tr><tr><td>Long encounter</td><td>7-10</td><td>4</td></tr><tr><td>Most of a session</td><td>15-25</td><td>5, 10, 15</td></tr><tr><td>Adventure-wide, sideline</td><td>15-20</td><td>5, 10, 15</td></tr><tr><td>Adventure-wise, forefront</td><td>25-50</td><td>10, 20, 30, 40</td></tr></tbody></table><h2>Victory Points</h2><p>You'll often find that your games could use a way to track progress toward a goal so that you don't have to just keep everything in your head. This section explains how to build your own subsystems for tracking success via Victory Points. Many other subsystems throughout the chapter use these as well, though often by a different name.</p><p>Victory Points (or VP) are a powerful tool in your GM arsenal, as they allow you to track the PCs' progress using a subsystem to go beyond the results of a single check. Victory Points are versatile; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the ending of the story.</p><blockquote><h3>Enemy Victory Points</h3><p>In addition to giving both the PCs and enemies Victory Points, as mentioned on page 149, sometimes it makes more sense to have only the enemies gain or lose Victory Points instead of the PCs. Even though the NPCs are also taking actions, it's usually best to increase or reduce the enemy's Victory Points based on just the PCs' actions, since it maximizes the feeling of player agency. In some rare cases where the foes act directly against the PCs, you might have both PC and foe actions increase the foe's Victory Points.</p><p>Implementing such a subsystem might mean flipping the normal rolls. For instance, if the PCs were trying to lower their enemies' Influence over a faction, a critical success by a PC would lower the Influence by 2, a success would lower the Influence by 1, and a critical failure might give the enemies something to exploit, raising their Influence by 1. This uses the same effects as an accumulating roll, but “damages” the enemies' VP instead of gaining VP for the PCs' side. While this is very similar mechanically to the PCs gaining VP, the thematic connection is much stronger for an intrigue-based story.</p></blockquote><h2>Naming Your Victory Points</h2><p>It can be fun to rename your Victory Points, to better reflect the subsystem they track. The term “Victory Points” is unspecific, so you can create a name for your Victory Points that fits the theme of your adventure and helps the players feel more like they are taking part in the type of activity your subsystem represents. Examples of renamed VPs include Influence Points (page 151), Infiltration Points (page 160), Research Points (page 154), and Reputation Points (page 164). The name should be representative, and the PCs should understand what it refers to. You can leave off the word “Points” if you prefer, though this section often retains it while describing how Victory Points can be used.</p><h2>Victory Point Subsystem Structure</h2><p>There are a few common structures for tracking Victory Points that you might use for your new subsystem. You could come up with a structure based off one of the subsystems below, or you could create your own completely different structure if none of them match the way you're running your game. The most important thing is to consider how the PCs or their opposition gain or lose various forms of Victory Points.</p><h3>Accumulating Victory Points</h3><p>The most common structure is to accumulate Victory Points toward a total, either stopping after reaching a success threshold or collecting as many Victory Points as possible in a given time frame and then measuring the results against various thresholds. The influence subsystem on page 151 is a great example of this structure in action: each PC has a certain number of chances to influence various NPCs, and after reaching a particular threshold of Victory Points with an NPC, the PCs have convinced that NPC.</p><p>In a variation of this structure, the PCs' adversaries can also accumulate Victory Points, giving the PCs a moving target—either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total, since it's dynamic and less at risk of resulting in a stalemate.</p><p>You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each having varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing the workers to support a rebellion so thoroughly that it riles up a mob. If you're making your own subsystem, you might not define these ranks in full, but just use your best guess at the end.</p><h4>Accumulating Rolls</h4><p>In cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases.</p><p><strong>Critical Success</strong> The PCs gain 2 Victory Points.</p><p><strong>Success </strong>The PCs gain 1 Victory Point.</p><p><strong>Critical Failure </strong>The PCs lose 1 Victory Point. This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare‑brained schemes have a fair chance of losing the PCs 1 Victory Point.</p><h3>Diminishing Victory Points</h3><p>Using this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to keep dragon eggs from cracking, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but it's great at conveying the urgency of a situation as the PCs lose points. Sometimes it's necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs. If they're on a timer, the final results might be better the more points they manage to keep before the time runs out.</p><h4>Diminishing Rolls</h4><p>Using this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows.</p><p><strong>Critical Success</strong> If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.</p><p><strong>Success </strong>The PCs avoid losing any Victory Points.</p><p><strong>Failure </strong>The PCs lose 1 Victory Point.</p><p><strong>Critical Failure </strong>The PCs lose 2 Victory Points.</p><h3>Multiple Point Subsystems</h3><p>In a multiple point subsystem, you have more than one point system, each measuring something different. For example, in a long-distance race, the PCs and their opponents both try to gain their own Marathon Points, and whoever gets to 10 points first wins!</p><p>Infiltration on page 160 offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure.</p><p>Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate.</p><h2>Obstacles and DCs</h2><p>When preparing your subsystem, think of the obstacles PCs might face or avenues they can exploit when engaging in your subsystem. Set some DCs for them in advance, using the normal system for setting DCs. Everything else, you can improvise on the spot. If you think your DCs will be higher overall, when you set the number of points needed, choose a value on the lower end (see Setting your Scale below).</p><p>Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge.</p><h2>Setting Your Scale</h2><p>The number of points it takes to reach a goal will greatly affect how your subsystem feels during play. If you want the subsystem to be used for a single scene, such as one negotiation with a powerful NPC, set the number lower than if it's meant to take up most or all of a game session. The Table 3-1 (page 150) suggests possible values for your Victory Point scale. The “adventure-wide” scale is for subsystems that are part of a larger narrative, granting Victory Points when the PCs overcome entire encounters or dungeons, rather than as an encounter unfolds.</p><p>This larger scale is intended for subsystems that take a lot of the party's focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the “adventure-wide, sideline” value. It could be even lower, such as if you have a dungeon-based adventure including several opportunities to interact with a kobold tribe to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all.</p><p>The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time.</p><table><caption><strong>Table: Victory Point Scales</strong></caption><tbody><tr><td><strong>Duration of Challenge</strong></td><td><strong>VP End Point</strong></td><td><strong>VP Thresholds</strong></td></tr><tr><td>Quick encounter</td><td>3-5</td><td>-</td></tr><tr><td>Long encounter</td><td>7-10</td><td>4</td></tr><tr><td>Most of a session</td><td>15-25</td><td>5, 10, 15</td></tr><tr><td>Adventure-wide, sideline</td><td>15-20</td><td>5, 10, 15</td></tr><tr><td>Adventure-wise, forefront</td><td>25-50</td><td>10, 20, 30, 40</td></tr></tbody></table><p>The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that don't directly earn Victory Points—such as checks to Discover information about NPCs using the Influence subsystem. Keep all these in mind when deciding what end point you want to use.</p><h2>Running Your Subsystem</h2><p>When running your new subsystem, be sure to keep the challenges fresh by using a variety of different skills and options to encourage creativity and cooperation, rather than just using the same check over and over again, where PCs can expect diminishing returns. You can also use timers to encourage each PC to participate or even create mechanics that directly encourage each PC to participate, like setting penalties for the same PC attempting checks repeatedly, or for two PCs attempting the same check.</p><p>You can even have challenges that require all the PCs to participate. For instance, if the party's host is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to Impersonate or Sneak. You'll likely find that some approaches should be automatic successes if they're well-suited to the task, or automatic failures for ideas that are likely impossible.</p><h2>Rewards</h2><p>How you structure rewards for your subsystem depends greatly on its scope. A subsystem resolved in a single sitting usually gives accomplishment XP unless it is particularly demanding, in which case it could be considered a full-scale encounter. Meanwhile, subsystems that span over the course of multiple sessions or the entire campaign might generate accomplishment XP at meaningful milestones along the way. If you have a long-spanning subsystem that's fairly low profile and behind the scenes or is not success-oriented, such as a subsystem to track what type of ruler the PCs' patron will become based on the PCs' decisions, you might not give XP directly from the subsystem, since in that case “success” is undefined.</p>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"BsaTOw6p74DW5d8t","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.BsaTOw6p74DW5d8t"}},"image":{},"name":"Wand Prices","sort":771010,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th scope=\"col\"><a>Name</a></th><th scope=\"col\"><a>Level</a></th><th scope=\"col\"><a>Price</a></th><th scope=\"col\"><a>Bulk</a></th></tr><tr><td>Magic Wand (1st-Level Spell)</td><td>3</td><td>60 gp</td><td>L</td></tr><tr><td>Magic Wand (2nd-Level Spell)</td><td>5</td><td>160 gp</td><td>L</td></tr><tr><td>Magic Wand (3rd-Level Spell)</td><td>7</td><td>360 gp</td><td>L</td></tr><tr><td>Magic Wand (4th-Level Spell)</td><td>9</td><td>700 gp</td><td>L</td></tr><tr><td>Magic Wand (5th-Level Spell)</td><td>11</td><td>1,500 gp</td><td>L</td></tr><tr><td>Magic Wand (6th-Level Spell)</td><td>13</td><td>3,000 gp</td><td>L</td></tr><tr><td>Magic Wand (7th-Level Spell)</td><td>15</td><td>6,500 gp</td><td>L</td></tr><tr><td>Magic Wand (8th-Level Spell)</td><td>17</td><td>15,000 gp</td><td>L</td></tr><tr><td>Magic Wand (9th-Level Spell)</td><td>19</td><td>40,000 gp</td><td>L</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":3,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"dnbUao9yk8Bs99eT","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.dnbUao9yk8Bs99eT"}},"image":{},"name":"Weapon Traits","sort":718750,"src":null,"system":{},"text":{"content":"<table class=\"pf2-table\"><tbody><tr><th style=\"width:15%\"><strong>Name</strong></th><th style=\"width:85%\">Description</th></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitAgile]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionAgile]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitAttached]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionAttached]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitBackstabber]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionBackstabber]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitBackswing]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionBackswing]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitBrutal]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionBrutal]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitCapacity]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionCapacity]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitClimbing]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionClimbing]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitCobbled]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionCobbled]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitCombination]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionCombination]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitConcealable]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionConcealable]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitConcussive]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionConcussive]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitDeadly]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionDeadly]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitDisarm]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionDisarm]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitDoubleBarrel]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionDoubleBarrel]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitFatal]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionFatal]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitFatalAim]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionFatalAim]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitFinesse]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionFinesse]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitForceful]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionForceful]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitFreeHand]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionFreeHand]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitGrapple]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionGrapple]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitHampering]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionHampering]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitInjection]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionInjection]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitJousting]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionJousting]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitKickback]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionKickback]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitModular]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionModular]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitNonlethal]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionNonlethal]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitParry]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionParry]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitPropulsive]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionPropulsive]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitRange]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionRange]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitRangedTrip]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionRangedTrip]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitReach]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionReach]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitReload]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionReload]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitRepeating]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionRepeating]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitScatter]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionScatter]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitShove]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionShove]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitSweep]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionSweep]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitTethered]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionTethered]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitThrown]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionThrown]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitTrip]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionTrip]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitTwin]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionTwin]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitTwoHand]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionTwoHand]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitUnarmed]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionUnarmed]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitVersatile]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionVersatile]</td></tr><tr><td style=\"vertical-align:top\"><h4><strong>@Localize[PF2E.TraitVolley]</strong></h4></td><td>@Localize[PF2E.TraitDescriptionVolley]</td></tr></tbody></table>","format":1,"markdown":""},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"hH8gPjc3GxFzgLHR","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.hH8gPjc3GxFzgLHR"}},"image":{},"name":"Variant Rules","sort":787500,"src":null,"system":{},"text":{"content":"","format":1},"title":{"level":2,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"PFBBmN58KtjXo79k","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.PFBBmN58KtjXo79k"}},"image":{},"name":"Basic Rules","sort":700000,"src":null,"system":{},"text":{"content":"","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"gE3x4USaU4VWdwKD","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.gE3x4USaU4VWdwKD"}},"image":{},"name":"Gamemastery","sort":750000,"src":null,"system":{},"text":{"content":"<p></p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"a3gPiGqSiWCZ6kGl","flags":{"core":{"sourceId":"JournalEntry.uv31c7MaGQXOIYzo.JournalEntryPage.a3gPiGqSiWCZ6kGl"}},"image":{},"name":"Worldbuilding","sort":1300000,"src":null,"system":{},"text":{"content":"","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}}],"flags":{"core":{"sourceId":"Compendium.pf2e.journals.S55aqwWIzpQRFhcq"}}}
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{"_id":"vx5FGEG34AxI2dow","name":"Archetypes","ownership":{"default":0},"pages":[{"_id":"rhDvoOHAhAlABiae","image":{},"name":"Acrobat","sort":200000,"src":null,"system":{},"text":{"content":"<p>You have trained your body to perform incredible, seemingly superhuman feats of grace. You move in ways that leave your opponents caught off guard and fumbling for a response, turning every fight into performance art.</p><h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.aFygWxgSv82WyCsl] Feat 2</h2><p><strong>Prerequisites</strong> trained in Acrobatics</p><hr /><p>You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the acrobat archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.JO3mcFvxjRp1V8XK] Feat 4</h2><p><strong>Prerequisites</strong> Acrobat Dedication</p><hr /><p>You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you're a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is flat-footed against the next attack you make against it before the end of your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.0qGLCpggCcOVkbtT] Feat 6</h2><p><strong>Prerequisites</strong> Acrobat Dedication</p><p><strong>Trigger</strong> You are the target of a melee attack.</p><p><strong>Requirements</strong> You're aware of the attack and aren't flat‑footed.</p><hr /><p>You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you're a master in Acrobatics, you can move 10 feet on this Step instead of 5 feet.</p><h2>@UUID[Compendium.pf2e.feats-srd.63sSYk5yqiAyZGb9] Feat 7</h2><p><strong>Prerequisites</strong> Acrobat Dedication, master in Acrobatics</p><hr /><p>Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.</p><h2>@UUID[Compendium.pf2e.feats-srd.DMjfZvWD20SGuIO4] Feat 8</h2><p><strong>Frequency </strong>once per minute</p><p><strong>Prerequisites </strong>Acrobat Dedicatio<strong>n</strong></p><p><strong>Access </strong>Members of the Firebrands at the rank of second mark or higher have access to this feat.</p><p><strong>Trigger </strong>You succeed at an Acrobatics or Athletics check deemed suitably challenging and meaningful by the GM.</p><hr /><p>As is the tradition with many Firebrands, you call your shot and look to impress with an extra bit of panache or a greater stunt. Attempt the triggering check again, using the second result. On a success, you gain the normal results of the check, plus you feel invigorated by your stunt and gain temporary Hit Points equal to your level (double your level on a critical success). You lose any remaining temporary Hit Points after 1 minute. Typically, a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals.</p><h2>@UUID[Compendium.pf2e.feats-srd.jfsmtOx4QgXB19BL] Feat 8</h2><p><strong>Prerequisites</strong> Acrobat Dedication</p><p><strong>Requirements</strong> You are adjacent to an enemy.</p><hr /><p>Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you.</p><hr /><p><strong>Critical Success</strong> You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through, and the enemy is flat-footed against that Strike.</p><p><strong>Success</strong> As critical success, but the enemy isn't flat-footed against the Strike.</p><p><strong>Failure</strong> You remain in your original space but can still Strike.</p><p><strong>Critical Failure</strong> No effect.</p><h2>@UUID[Compendium.pf2e.feats-srd.WlgaSpTSGQQrHKlx] Feat 10</h2><p><strong>Frequency</strong> once per minute</p><p><strong>Prerequisites</strong> Acrobat Dedication</p><p><strong>Access</strong> Members of the Firebrands at the rank of second mark or higher have access to this feat.</p><p><strong>Trigger</strong> You succeed at a check to Tumble Through or use Tumbling Strike, and you moved through an enemy's space.</p><hr /><p>The Mockingbird is a master at running into foes and coming away with their weapons. Mimicking their skill, you strike at a foe's wrist while tumbling past them, weakening their grip. You attempt to Disarm the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.</p><h2>@UUID[Compendium.pf2e.feats-srd.Yazy4gex46FLwsph] Feat 10</h2><p><strong>Prerequisites</strong> Acrobat Dedication</p><p><strong>Frequency</strong> once per minute</p><p><strong>Requirements</strong> Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy's space.</p><hr /><p>You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to Trip the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.</p><h2>@UUID[Compendium.pf2e.feats-srd.g0fyway0FkdSo7ZE] Feat 13</h2><p><strong>Prerequisites</strong> Acrobat Dedication; master in Acrobatics</p><p><strong>Access</strong> Members of the Firebrands at the rank of second mark or higher have access to this feat.</p><hr /><p>Ishii Bunji is a skilled tumbler, and learning his technique allows you to propel yourself across the battlefield faster than your enemies can react. When you Tumble Through, you Stride up to twice your Speed.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"cBBwTnJrVmvaRMYq","image":{},"name":"Aldori Duelist","sort":400000,"src":null,"system":{},"text":{"content":"<p>You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.pI97a5xSg4LbBY1g] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Aldori dueling swords</p>\n<p><strong>Access</strong> You are from the Broken Lands region.</p>\n<hr />\n<p>Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword. You become trained in your choice of Acrobatics or Athletics and in Dueling Lore; if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with Aldori dueling swords. You gain access to Aldori dueling swords.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Aldori Duelist archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.NZgjqVV2HYzLCvvA] Feat 4</h2>\n<p><strong>Prerequisites</strong> Aldori Duelist Dedication</p>\n<p><strong>Requirements</strong> You are wielding only an Aldori dueling sword and have your other hand or hands free.</p>\n<hr />\n<p>You can parry attacks against you with your Aldori dueling sword. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirement.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Bk07joho2dUG3lVw] Feat 4</h2>\n<p><strong>Prerequisites</strong> Aldori Duelist Dedication</p>\n<p><strong>Trigger</strong> You roll initiative, and you can observe at least one opponent.</p>\n<hr />\n<p>You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight. You gain a +2 circumstance bonus to the triggering initiative roll, and you can immediately Interact to draw your Aldori dueling sword.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8RppI1i4LfI0CYsX] Feat 6</h2>\n<p><strong>Prerequisites</strong> Aldori Parry</p>\n<p><strong>Requirements</strong> You are benefiting from Aldori Parry.</p>\n<p><strong>Trigger</strong> An opponent within your reach critically fails a Strike against you.</p>\n<hr />\n<p>You riposte with your Aldori dueling sword when your enemy leaves an opening. Make a melee Strike or use a Disarm action against the triggering opponent using your Aldori dueling sword.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.V7bwuYADV8huWeF7] Feat 6</h2>\n<p><strong>Prerequisites</strong> Aldori Duelist Dedication</p>\n<p><strong>Trigger</strong> You critically succeed at a Strike or Disarm with your Aldori dueling sword.</p>\n<p>Your incredible skill with your blade unnerves your foes. You attempt to Demoralize the target of your Strike or Disarm. This Demoralize attempt does not have the auditory trait, nor do you take a penalty to the check if the target doesn't understand your language.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.F3ZBkDEWZ24NOR2j] Feat 10</h2>\n<p><strong>Prerequisites</strong> Aldori Duelist Dedication</p>\n<p><strong>Trigger</strong> An opponent critically hits you with a melee attack.</p>\n<p>You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 16 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"bL5cccuvnP5h7Bnn","image":{},"name":"Animal Trainer","sort":600000,"src":null,"system":{},"text":{"content":"<p>You have befriended an animal to serve as an able assistant and loyal guardian.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.m3ANSHYfBrFyFUvo]{Animal Trainer Dedication } Feat 2</h2>\n<p><strong>Prerequisites</strong> Trained in Nature</p>\n<hr />\n<p>You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in Performance instead of the skill listed for its type.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the animal trainer archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.J8BSHRkmP3QLknwF] Feat 4</h2>\n<p><strong>Prerequisites</strong> Animal Trainer Dedication</p>\n<hr />\n<p>You constantly have the effects of <em>@UUID[Compendium.pf2e.spells-srd.BBvV7qoXGdw09q1C]</em> as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to Diplomacy checks to Make a Request of animals while this spell is active.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.n3eOMWQd4kdR3A0l]{Mature Trained Companion } Feat 6</h2>\n<p><strong>Prerequisites</strong> Animal Trainer Dedication</p>\n<p>Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in Performance to expert instead of one of the three skill increases for mature. It gains the Mesmerizing Performance advanced maneuver, rather than the normal advanced maneuver for its type.</p>\n<h3>@UUID[Compendium.pf2e.adventure-specific-actions.jwo5CvftA5puYp7i]</h3>\n<p><strong>Requirements</strong> The companion's last action was a successful Performance check to Perform.</p>\n<hr />\n<p>The companion maintains its performance to captivate a single target within 30 feet that witnessed its successful performance. The target must attempt a Will save.</p>\n<p><strong>Success</strong> The target is unaffected and temporarily immune for 1 hour</p>\n<p><strong>Failure</strong> The target is fascinated by the companion for its next action and then is temporarily immune for 1 hour.</p>\n<p><strong>Critical Failure</strong> The target is fascinated by the companion for 1 round. While it remains fascinated, it can't use reactions.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.rhVL28qFl760qJQe] Feat 8</h2>\n<p><strong>Prerequisites</strong> Master in Nature, Animal Trainer Dedication</p>\n<hr />\n<p>When you roll a success to Command an Animal, you get a critical success; if you roll a critical failure, you get a failure.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.AvN95M5eVLLEu2qk]{Splendid Companion } Feat 12</h2>\n<p><strong>Prerequisites</strong> Mature Trained Companion</p>\n<hr />\n<p>Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in Performance to master instead of Athletics or Acrobatics.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.hdt3RHZljLrO49kq]{Specialized Companion } Feat 18</h2>\n<p><strong>Prerequisites</strong> Splendid Companion</p>\n<hr />\n<p>The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice. Increase its proficiency rank in Performance to legendary instead of one of the specialization's skill increases.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"O79hOcsaQyj3aQC5","image":{},"name":"Archaeologist","sort":800000,"src":null,"system":{},"text":{"content":"<p>Adventurers raid tombs for material gain, but true archaeologists treasure the knowledge gained from such sites. You might accomplish your goals with scholarly learning, by training to overcome the tricks and traps set by ancient peoples and rivals, through magical training, or even with a bit of inexplicable luck.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.oA866uVEFu1OrAX0]; 10th @UUID[Compendium.pf2e.feats-srd.Ar6W97iun6yYI8Df]</p><h2>@UUID[Compendium.pf2e.feats-srd.PRKe5rWYZMZgEpFU] Feat 2</h2><p><strong>Prerequisites</strong> trained in Perception, Society, and Thievery</p><hr /><p>You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the archaeologist archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.xduV7Kyoi5OWvMEK] Feat 3</h2><p><strong>Prerequisites </strong>Alter Ego Dedication, or Archaeologist Dedication; trained in Society</p><p><strong>Access </strong>Members of the Firebrands at the rank of second mark or higher have access to this feat.</p><p><strong>Trigger </strong>An ally you can see and hear is about to attempt a Deception check to Impersonate someone or Lie.</p><hr /><p>Emulating Shensen whenever she arrives at a show, you share your knowledge of the region and drop a few important local names to make a good impression and help your allies do the same. Attempt a Society check to Aid your ally. If you succeed, you recall a few specific details about local culture and personalities to help support your ally's deception. In addition to the benefits of your Aid, the triggering ally rolls their Deception check twice and takes the better result. This is a fortune effect.</p><h2>@UUID[Compendium.pf2e.feats-srd.AuIE19F9rY3YvXf6] Feat 4</h2><p><strong>Prerequisites</strong> Archaeologist Dedication</p><hr /><p>While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain detect magic, guidance, and read aura as occult innate cantrips.</p><h2>@UUID[Compendium.pf2e.feats-srd.R7BO8br4BjCmpjit] Feat 4</h2><p><strong>Prerequisites</strong> Archaeologist Dedication</p><hr /><p>Your studies open up new horizons. You become an expert in a Lore skill about a specific settlement; if you were already trained in that Lore skill, you also become trained in the Lore skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language.</p><p><strong>Special</strong> You can take this feat multiple times. When you take this feat again, choose a different settlement.</p><h2>@UUID[Compendium.pf2e.feats-srd.g3zmkEVJJIjE32fY] Feat 7</h2><p><strong>Prerequisites</strong> Archaeologist Dedication, master in Society</p><hr /><p>You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining. You can also use Society to Identify Magic when examining a magic item or location with cultural significance.</p><h2>@UUID[Compendium.pf2e.feats-srd.dmXd68ilbuGR6eUP] Feat 8</h2><p><strong>Prerequisites</strong> Archaeologist Dedication</p><p><strong>Frequency</strong> once per hour</p><p><strong>Trigger</strong> You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects.</p><hr /><p>You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result.</p><h2>@UUID[Compendium.pf2e.feats-srd.ErKwliHplziJY2BW] Feat 10</h2><p><strong>Prerequisites</strong> Archaeologist Dedication, Magical Scholastics</p><hr /><p>You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast augury, locate, and nondetection as occult innate spells, each once per day. You can cast this nondetection spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"o71hqcfzhCKXcSml","image":{},"name":"Archer","sort":1000000,"src":null,"system":{},"text":{"content":"<p>Bows of all types are powerful weapons. Generals and hunters alike recognize the power in dealing death from long distances, and from behind cover. Those dedicated to the bow-from mysterious cloaked strangers to heartless snipers-are often viewed with a mixture of respect and fear. Like any weapon adept, the archer's skill is forged through experience and constant practice. A true archer becomes one with the bow and is able to accomplish with that weapon things that most would consider impossible, or at least nearly magical.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.UiQbjeqBUFjUtgUR], @UUID[Compendium.pf2e.feats-srd.Yl2wYv24v5kw95aS]; 6th @UUID[Compendium.pf2e.feats-srd.PwcmmJOLY8C9JHau], Parting Shot, @UUID[Compendium.pf2e.feats-srd.meQJfsKVar9tm6c9]; 8th @UUID[Compendium.pf2e.feats-srd.hkdP5tsTAoqJDR8v]; 10th @UUID[Compendium.pf2e.feats-srd.rByA8NDI6ZtNgBeT]; 18th @UUID[Compendium.pf2e.feats-srd.RzhnxgiAopWILCvs]</p><h2>@UUID[Compendium.pf2e.feats-srd.4QFElZoWjg1X0vsg] Feat 2</h2><p>You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the archer archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.xRTlbvvBzURgC6M2] Feat 4</h2><p><strong>Prerequisites</strong> Archer Dedication</p><hr /><p>You draw your bow and attack with the same action. You Interact to draw a weapon from the bow weapon group that is loaded or has reload 0, then Strike with that weapon.</p><h2>@UUID[Compendium.pf2e.feats-srd.7RcCvziQBLL7Bumu] Feat 6</h2><p><strong>Prerequisites</strong> Archer Dedication</p><hr /><p>Through constant practice and the crucible of experience, you increase your skill with advanced bows. You gain proficiency with all advanced bows as if they were martial weapons in the bow weapon group.</p><h2>@UUID[Compendium.pf2e.feats-srd.Xhphe5Lsa4kuU4RG] Feat 6</h2><p><strong>Prerequisites</strong> Archer Dedication</p><hr /><p>You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage with crossbows. If the crossbow is a simple weapon, also increase the damage die size for your attacks made with that crossbow by one step. As normal, this damage die increase can't be combined with other abilities that alter the weapon damage die (such as the ranger feat Crossbow Ace).</p><h2>@UUID[Compendium.pf2e.feats-srd.fngPLUD4Sltho2kn] Feat 6</h2><p><strong>Prerequisites</strong> Archer Dedication</p><p><strong>Access</strong> Knights of Lastwall have access to this feat.</p><hr /><p>You've learned how to fire at enemies to slow them down, allowing innocents and fellow knights alike time to escape. Make a ranged Strike with a weapon in the bow weapon group. On a hit, the target takes a –5-foot circumstance penalty to its Speed until the end of its turn, or a –10-foot circumstance penalty on a critical hit.</p><h2>@UUID[Compendium.pf2e.feats-srd.egmb8p3ZIYtx5aQN] Feat 8</h2><p><strong>Prerequisites</strong> Archer Dedication</p><hr /><p>You slow down, focus, and take a careful shot. Make a ranged Strike with a weapon in the bow weapon group. You gain a +2 circumstance bonus to the attack roll and ignore the target's concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"bkTCYlTFNifrM3sh","image":{},"name":"Artillerist","sort":1200000,"src":null,"system":{},"text":{"content":"<p>The artillerist's maxim holds that while fights might be won with swords, battles are won with cannons. Or in a pinch, with trebuchets, siege towers, catapults, hwachas, and all other lethal miscellanea of a combat engineers' corp. As a true artillerist, you leave the penny-ante pistols and knives to those who only need to operate on a small scale. You're a consummate professional in the art of big guns, a maestro at merging mathematics and manpower to transform whatever castle wall, infantry battalion, or rampaging dragon offends you into a smoking crater in the ground.</p><p>You're not just some daredevil demolitionist, though. You're part of a team, accustomed to coordinating with your unit to maximize your time and effectiveness. Whether jumping in to help your crew load the next round, quickly calculating the trajectory of the engine's next shot, or taking the shot yourself, your presence on the team ensures their chances of success are maximized, creating a whole that is greater than the sum of its parts.</p><section class=\"info\"><h4>Leading with a Cannon</h4><p>A proper artillerist is more than an engineer, though their skills in that field certainly shouldn't be underestimated. When a war becomes unavoidable, the presence of knights and pikemen might decide a skirmish or battle, but a well-trained artillerist with a reliable squad and a few good siege weapons can make the difference between prolonged months of battle with countless lives lost and a shorter, less bloody affair with fewer deaths and a more lasting victory.</p><p>Castles and fortifications are critical tools for holding land in a world full of empires, kingdoms, and duchies all vying for power. Many wars are won or lost not based on the military might of either side, but on a castle's ability to withstand an extended siege. Without a team of engineers capable of penetrating a castle or keep's defenses, the occupants can wait out an invading force for as long as they have enough food and water to keep their citizens and defenders healthy and fed. Many wars have been “won” when the besieged force manages to last through a single winter. Besieging armies whose supply lines break down due to snow-clogged passes or insufficient cold weather gear are forced to retreat due to losses from poor hygiene or hypothermia long before attrition has had an opportunity to impact their opponents.</p><p>An artillerist changes this dynamic, completely rewriting the rules of war. Rather than time being on the side of the besieged, it becomes the tool of the besieger. Each day that passes while a skilled artillerist hammers the castle walls with cannon fire and catapult stones brings the fortifications ever closer to crumbling down. Some wise nobles and warlords who realize their opponents have brought siege weapons, especially powerful black powder siege weapons like cannons, will choose to negotiate surrender before battle is even started, recognizing an inevitable defeat that can be staved off temporarily by sacrificing many soldiers but not thwarted without outside intervention.</p><p>Ruthless or evil artillerists, or the warlords they follow, might take things a step further, specifically targeting granaries to starve enemies out or launching rotting food, corpses, or diseased livestock into parts of the town near water sources. As food and water supplies dwindle, so too does the morale of the castle's inhabitants and defenders. Even a stubborn noble or warlord will find it hard to continue resisting a siege when their own troops mutiny and their citizens begin seeking a way out.</p></section><h2>@UUID[Compendium.pf2e.feats-srd.txWKzKuJus7UBebX] Feat 2</h2><p><strong>Prerequisites</strong> trained in martial weapons</p><hr /><p>Artillery is a team sport, where every member of the crew has to rely on the other members. At best, a mistake might just waste time. At worst, a misaligned fuse or a badly set pin could cause the whole thing to explode. You've taken these lessons to heart, and so your presence on an artillery team assists the entire team at every aspect of the siege weapon's deployment and usage. If you're serving on a siege weapon crew, you and all other members gain a +2 circumstance bonus to any checks to Load, Aim, move, or Repair the weapon. When you Aim a siege weapon, you can move the weapon's aim twice as far as normal.</p><p><strong>Special</strong> You can't select another dedication feat until you've gained at least two other feats from the artillerist archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.7WBIXGqZbAKbqEU6] Feat 4</h2><p><strong>Prerequisites</strong> trained in Crafting</p><hr /><p>It is a tradition among artillerists to name the siege weapon most important to them and closest to their heart—much as a sailor on a ship, the weapon is their livelihood. You've gone a step further, and you always make sure that your named artillery has the best possible maintenance and upkeep. You can spend a full day adjusting and working on a single siege weapon to designate it as your named artillery. The siege weapon you designated as your named artillery gains a +2 circumstance bonus to AC, Fortitude saves, and Reflex saves as well as additional Hit Points equal to twice your level.</p><p>During your daily preparations, you must spend at least one hour on maintenance to service your named artillery. If you fail to do so, or if you spend a full day designating a new piece of named artillery, the previous named artillery loses any benefits from this feat. Only one artillerist can designate a particular siege weapon as their named artillery, even if several artillerists are serving on the same siege weapon's crew (though it's typically more efficient for a group with several artillerists to divide them up, assigning one to each siege weapon).</p><h2>@UUID[Compendium.pf2e.feats-srd.IeRX0tGbeOF0ev08] Feat 4</h2><hr /><p>Typically, a siege weapon is meant to be run by a crew with a very specific minimum number of members designed to ensure that your crew can account for every possible variable and necessity in loading, aiming, and firing the weapon. In a pinch, however, you can operate it with fewer people, provided you know what you're doing. You can operate a siege weapon with fewer than the minimum number of crew, at an increasing penalty. You and your crew take a -2 penalty to checks to Load, Aim, Launch, move, or Repair the weapon for each person below the minimum crew. The maximum number of missing minimum crew members you can handle with this feat is 5. For example, if a siege weapon had a minimum crew size of 8, you would still need a crew of 3, and you would take a -10 penalty when doing so.</p><h2>@UUID[Compendium.pf2e.feats-srd.pph43ZrfvEnQjJXE] Feat 6</h2><hr /><p>By loading special ammunition in a particular way, you can make your siege weapons do all manner of tricks that other siege engineers can barely even imagine. If you personally contribute an additional Load action to the siege weapon's loading, above the minimum, you can change a burst into a line twice as long as the size of the burst, or vice versa (so a 10-foot burst turns into a 20-foot line, or a 20-foot line turns into a 10-foot burst).</p><h2>@UUID[Compendium.pf2e.feats-srd.moXYfz806x6uXIW9] Feat 6</h2><p><strong>Prerequisites</strong> expert in Crafting</p><hr /><p>While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless. You can Interact with an adjacent mounted siege weapon to increase its Speed by 10 feet for one round.</p><h2>@UUID[Compendium.pf2e.feats-srd.ivSf8wSIUkK8gwej] Feat 8</h2><hr /><p>There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but people use the tactic every so often in a desperate situation. While it's more humane to use this strategy with mindless constructs or undead, occasionally an exceedingly foolhardy adventurer demands the opportunity to try it. Loading a creature requires two additional Load actions, which you must conduct personally. The creature must be willing, unconscious, or restrained throughout the process, and the siege weapon must be physically capable of firing the creature in question, based on their size and shape. Typically, that means ballistas don't qualify, for example—nor do auto-catapults which require specifically-sized balls—but normal catapults and onagers work just fine. When you Launch the weapon, if the weapon usually targets an area, you target a single 5-foot square instead. The siege weapon deals its normal damage to its target, or to the modified area, and to the creature fired.</p><h2>@UUID[Compendium.pf2e.feats-srd.kVSZQvsz1cYjOwxL] Feat 16</h2><hr /><p>What you don't know about artillery isn't worth knowing and your mastery allows you to perform an impossible number of actions as part of a siege weapon's crew. You're permanently quickened. You can only use the extra action to Aim or Launch a siege weapon.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"0e2o62hyCxbIkVoC","image":{},"name":"Assassin","sort":1400000,"src":null,"system":{},"text":{"content":"<p>Targeted killing through stealth and subterfuge is the expertise of an assassin. While assassins are skilled in ending lives and many are evil, some live by a moral code, preying on the wicked, the cruel, or those who revel in unchecked aggression or power.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.0lieFKdwgNVXep7u]; 6th @UUID[Compendium.pf2e.feats-srd.ALbosSUygdq4T1Yk], @UUID[Compendium.pf2e.feats-srd.bCAvo59b5RyW12iI]; 10th @UUID[Compendium.pf2e.feats-srd.9Eufa07qvXG41QmG]</p><h2>@UUID[Compendium.pf2e.feats-srd.iBmqKjsq4iTtoqvl] Feat 2</h2><p><strong>Prerequisites</strong> Alchemical Crafting; trained in Crafting, Deception, and Stealth</p><hr /><p>You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the @UUID[Compendium.pf2e.actionspf2e.orjJjLdm4XNAcFi8] activity.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the assassin archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.kPhym38UCLJpjnJD] Feat 4</h2><p><strong>Prerequisites</strong> Assassin Dedication</p><p><strong>Access</strong> Knights of Lastwall have access to this feat.</p><p><strong>Requirements</strong> Your mark is an undead creature.</p><hr /><p>To aid with your mission of destroying undead, you've specialized in techniques to destroy them, much as other assassins learn to kill the living. When you Strike a flat-footed undead foe with a weapon that has the backstabber weapon trait, you deal 3 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 6 extra precision damage instead of 2. If you have the Angel of Death feat, your attacks also instantly destroy undead at 0 Hit Points, and attempts for the undead to rejuvenate—such as via a lich's soul cage or a ghost's rejuvenation ability—fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or deity. Finally, if you have the Assassinate feat and an undead mark critically fails its save against your Assassinate, it is destroyed.</p><h2>@UUID[Compendium.pf2e.feats-srd.smYXWVI9WXmqpiCs] Feat 4</h2><p><strong>Prerequisites</strong> Assassin Dedication, or Scout Dedication; master in Stealth</p><p><strong>Access</strong> Knights of Lastwall have access to this feat.</p><hr /><p>You shroud yourself in ashes that hide the vital essence sought by life-sensing undead. You're always taking precautions when Avoiding Notice, Hiding, and Sneaking to foil lifesense, and you're concealed to any creature using only precise lifesense to observe you.</p><h2>@UUID[Compendium.pf2e.feats-srd.OQAo3Us0ODGYdNNn] Feat 4</h2><p><strong>Prerequisites</strong> Assassin Dedication</p><hr /><p>When you Strike a flat-footed foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2.</p><h2>@UUID[Compendium.pf2e.feats-srd.io6eJGrw701WbmYe] Feat 4</h2><p><strong>Prerequisites</strong> Assassin Dedication</p><hr /><p>You act before 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><h2>@UUID[Compendium.pf2e.feats-srd.D7g9z4MuIeS4iRwN] Feat 8</h2><p><strong>Prerequisites</strong> Assassin Dedication</p><p><strong>Access</strong> Members of the Firebrands at the rank of second mark or higher have access to this feat.</p><p><strong>Requirements</strong> You have designated a mark using Mark for Death.</p><hr /><p>Some rebel Firebrand cells make a practice of publicly declaring the main target of a given operation. You announce your intention to kill your mark for all to hear and reveal the reason they must die, perhaps listing their crimes or sharing a damning secret. Creatures within 30 feet who can see and hear you are shocked by your proclamation or otherwise reluctant to come to your mark's aid. They must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the creature can't attack you or otherwise perform hostile actions against you until the end of your next turn. If you use a hostile action against a creature other than your mark, this effect ends. Your mark becomes temporarily immune to your Public Execution for 1 day.</p><h2>@UUID[Compendium.pf2e.feats-srd.3poGYUYCBTmbeCUs] Feat 10</h2><p><strong>Prerequisites</strong> Assassin Dedication</p><hr /><p>All your Strikes against a creature you have Marked for Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity.</p><h2>@UUID[Compendium.pf2e.feats-srd.iJxbrXAdxhLqdT5E] Feat 12</h2><p><strong>Prerequisites</strong> Assassin Dedication</p><p><strong>Requirements</strong> You have designated a mark using Mark for Assassination and are completely unnoticed by your mark.</p><hr /><p>You strike with one swift movement, trying to instantly slay your mark. Make a Strike against your mark. If you hit, your mark takes 6d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the mark critically fails, they die. This is an incapacitation effect. The creature then becomes temporarily immune to your Assassinate for 1 day.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"C3P0TycdFCN02p9u","image":{},"name":"Bastion","sort":1600000,"src":null,"system":{},"text":{"content":"<p>Some say that a good offense is the best defense, but you find such boasting smacks of overconfidence. In your experience, the best defense is a good, solid shield between you and your enemies. You've focused your training on how best to use a shield to protect yourself and those around you.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.6GN1zh3RcnZhrzxP]; 6th @UUID[Compendium.pf2e.feats-srd.3y459uK2qfWtS9q4], @UUID[Compendium.pf2e.feats-srd.tHqlcgcxHXzqLHPZ]; 8th @UUID[Compendium.pf2e.feats-srd.dHUoQVzDa9Cf4QCG], @UUID[Compendium.pf2e.feats-srd.5vXc2s2siR1ihpBT]; 10th @UUID[Compendium.pf2e.feats-srd.pRqcm5P2ZFihSpVI]; 12th @UUID[Compendium.pf2e.feats-srd.kQEIPYoKTt69yXxV]</p><h2>@UUID[Compendium.pf2e.feats-srd.s6wXcQYmHbew14gC] Feat 2</h2><p><strong>Prerequisites</strong> Shield Block</p><hr /><p>You are particularly skilled at using a shield in combat. You gain the Reactive Shield fighter feat. This fulfills any prerequisites requiring Reactive Shield as normal.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the bastion archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.dSSwRyuhKTq1VubX] Feat 4</h2><p><strong>Prerequisites</strong> Bastion Dedication, trained in Athletics</p><p><strong>Trigger</strong> You Shield Block a melee Strike made with a held weapon.</p><hr /><p>You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.</p><h2>@UUID[Compendium.pf2e.feats-srd.sKuhYCfCbXeRWivv] Feat 6</h2><p><strong>Prerequisites</strong> Bastion Dedication</p><hr /><p>You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields, which are still too cumbersome.</p><h2>@UUID[Compendium.pf2e.feats-srd.X6nwiA2uJ2UQIOKB] Feat 8</h2><p><strong>Prerequisites</strong> Bastion Dedication</p><p><strong>Access</strong> Knights of Lastwall have access to this feat.</p><p><strong>Trigger</strong> An enemy within your reach Strikes an ally adjacent to you.</p><p><strong>Requirements</strong> You have your shield raised.</p><hr /><p>You push the enemy back and attempt to intercede between the foe and your ally. You attempt to Shove the triggering enemy with your shield just as it attacks, pushing it back just after the attempt. Your shield has the shove trait for this Shove attempt. If the shove succeeds, you throw off your enemy's timing, and the enemy takes a –1 circumstance penalty on its attack roll against your ally.</p><h2>@UUID[Compendium.pf2e.feats-srd.dY0jhJOEj6DHc0ud] Feat 10</h2><p><strong>Prerequisites</strong> Bastion Dedication</p><hr /><p>You can protect yourself more effectively, at the expense of your shield. When you Shield Block, you can reduce the damage to yourself by double the shield's Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can't use Destructive Block if your shield can't be broken or destroyed, such as if you're using an indestructible shield.</p><h2>@UUID[Compendium.pf2e.feats-srd.4bB3N36DmqllGJNx] Feat 12</h2><p><strong>Prerequisites</strong> Bastion Dedication</p><hr /><p>You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next preparations.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"jTiXRtNNvMOnsg98","image":{},"name":"Beast Gunner","sort":1800000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> uncommon</p>\n<hr />\n<p>The art of creating the weapons most commonly referred to as “beast guns” is truly ancient, with the first iterations of the weapons created on the continent of Arcadia well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Arcadia, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Arcadia well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Arcadia.</p>\n<p>The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond.</p>\n<p>To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight.</p>\n<p>You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine.</p>\n<section class=\"info\">\n<h4>Choosing Your Beast Gun</h4>\n<p>A beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a screech shooter is the right choice for you, whereas a spider gun might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a tentacle cannon is slow and methodical and can hold an enemy in place at close range, while a drake rifle is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.L1gD3VMD5X9JNJzE] Feat 6</h2>\n<p><strong>Prerequisites</strong> expert with at least one type of firearm, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above); trained in Arcana and Crafting</p>\n<hr />\n<p>You've bonded to your beast gun and unlocked the first hints of its hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun.</p>\n<p>The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for arcane or primal spells, whichever of the two traditions you chose. Your key spellcasting ability for these spells is Charisma.</p>\n<p>If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.</p>\n<p>You also gain @UUID[Compendium.pf2e.actionspf2e.VNuOwXIHafSLHvsZ].</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.gtHTr77BkK4CckEH] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.L1gD3VMD5X9JNJzE]</p>\n<hr />\n<p>You've unlocked the first secrets of beast guns, granting you the power of their synergistic magic.You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you've learned or discovered.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SE38R6zpv2XelzZk] Feat 8*</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.BwDIwjHasZwcd61Z]</p>\n<p>* This version of the Call Gun feat is intended for use with an Archetype and has a different level for access than the @UUID[Compendium.pf2e.feats-srd.SE38R6zpv2XelzZk]{original feat}.</p>\n<hr />\n<p>You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the @UUID[Compendium.pf2e.actionspf2e.ESMIHOOahLQoqxW1] action to call the gun to your hand.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.bJc477EbUYW2TlBx] Feat 10</h2>\n<p><strong>Frequency</strong> once per minute</p>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.L1gD3VMD5X9JNJzE]</p>\n<p><strong>Requirements</strong> You're wielding your bonded beast gun.</p>\n<hr />\n<p>You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence. You gain temporary Hit Points equal to your level and attempt a flat check against any ongoing persistent damage, using the DC appropriate for particularly effective assistance. Using this ability depletes the magic within your bonded beast gun, preventing you from using any of its activated abilities until the end of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.lx8Wt813qavwLISv] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.gtHTr77BkK4CckEH]</p>\n<hr />\n<p>You've learned the deeper secrets of beast guns, making you an expert in the magic they grant you. You gain the expert spellcasting benefits.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.qZzRXAa9mNQPUXoW] Feat 16</h2>\n<p><strong>Frequency</strong> once per day</p>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.L1gD3VMD5X9JNJzE]</p>\n<hr />\n<p>You create a direct magical connection with your beast gun, allowing you to guide the beast gun's next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target. Make a beast gun Strike against a creature within the first range increment. On a hit, the shot tears through the target and continues toward another target you can see. You make a Strike against this new target. The new target must be no farther from the previous target than a distance equal to the beast gun's range increment. For example, the new target must be within 150 feet of the previous target when attacking with a drake rifle. On a hit, you can direct the bullet toward a new target.</p>\n<p>You can continue to make Strikes against new targets in this same way until your attack misses, at which point your shot dissipates. You can't make a Strike against a target you already attacked during this use of Controlled Bullet, but you can otherwise continue to make attacks against valid targets until you miss. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you've made all your attacks.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.6qNRVKwbnX381jVj] Feat 18</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.lx8Wt813qavwLISv]</p>\n<hr />\n<p>You've learned the final truth of beast guns, making you a master in the magic they grant you. You gain the master spellcasting benefits.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"4VMzG36Pm1oivS6Y","image":{},"name":"Beastmaster","sort":2000000,"src":null,"system":{},"text":{"content":"<p>You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.y8VecqdECqyH1h6o], @UUID[Compendium.pf2e.feats-srd.54BhwBHyp2jp3e26]; 6th @UUID[Compendium.pf2e.feats-srd.TORYSZMLMAGgsSEW]; 10th @UUID[Compendium.pf2e.feats-srd.Tr2SnOE2WqFIIWIK]; 14th @UUID[Compendium.pf2e.feats-srd.5YcnoTYKvEtkWiHh]{Side by Side}. Warden spells granted by these feats are beastmaster focus spells for you.</p><hr /><p><strong>BEASTMASTER ANIMAL COMPANIONS</strong></p><p>If you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the basic rules for animal companions. As a beastmaster, it's possible for you to have more than one animal companion at one time-up to four companions-but only one of those companions, your \"active companion,\" follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain @UUID[Compendium.pf2e.actionspf2e.8kGpUUUSX1sB2OqQ] to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.</p><h2>@UUID[Compendium.pf2e.feats-srd.wdmUH6hdat7jpEWt] Feat 2</h2><p><strong>Prerequisites</strong> trained in Nature</p><hr /><p>You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.</p><p>Certain beastmaster feats give you primal focus spells. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the beastmaster archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.zBLrZE5aCkpaTK2N] Feat 4</h2><p><strong>Prerequisites</strong> Beastmaster Dedication</p><hr /><p>Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works.</p><p><strong>Special</strong> You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype).</p><h2>@UUID[Compendium.pf2e.feats-srd.OJxEF5FONTtEdbpP] Feat 4</h2><p><strong>Prerequisites</strong> Beastmaster Dedication</p><hr /><p>You can heal your animal companion's wounds. You can cast heal animal as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1.</p><h2>@UUID[Compendium.pf2e.feats-srd.uCElsebJ45ltmZMT] Feat 4</h2><p><strong>Prerequisites</strong> Beastmaster Dedication</p><hr /><p>All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to either Stride or Strike.</p><h2>@UUID[Compendium.pf2e.feats-srd.Ckglzh4dXcGWPNS3] Feat 6</h2><p><strong>Prerequisites</strong> Beastmaster Dedication</p><hr /><p>You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell beastmaster trance. Increase the number of Focus Points in your focus pool by 1.</p><h2>@UUID[Compendium.pf2e.feats-srd.aEws1NR19Lbu1Kio] Feat 8</h2><p><strong>Prerequisites</strong> Mature Beastmaster Companion</p><hr /><p>Your mature animal companions continue to grow and develop. They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion.</p><h2>@UUID[Compendium.pf2e.feats-srd.3R09Hl6IDMgPcSs0] Feat 10</h2><p><strong>Prerequisites</strong> Beastmaster Dedication</p><hr /><p>You can communicate telepathically with your animal companions within 100 feet. If you're legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.</p><h2>@UUID[Compendium.pf2e.feats-srd.5kUQuIP8N57MXhuz] Feat 12</h2><p><strong>Prerequisites</strong> Beastmaster Dedication, Call Companion</p><p><strong>Frequency</strong> once per turn</p><hr /><p>You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately.</p><h2>@UUID[Compendium.pf2e.feats-srd.bki36RiEM5FR4aiT] Feat 14</h2><p><strong>Prerequisites</strong> Incredible Beastmaster Companion</p><hr /><p>Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (choose separately).</p><p><strong>Special</strong> You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.</p><h2>@UUID[Compendium.pf2e.feats-srd.Aeea44xyJqYArFun] Feat 16</h2><p><strong>Prerequisites</strong> Mature Beastmaster Companion, you chave multiple animal companions</p><hr /><p>You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike. Either way, you can't Command an Animal to make either companion act again until your next turn.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"cdnkS3A8OpOnRjKu","image":{},"name":"Bellflower Tiller","sort":2200000,"src":null,"system":{},"text":{"content":"<p>Bellflower tillers handle most of the ground-level efforts of freeing slaves and escorting them to safety. They use farming-related code words to hide their work: a tiller's freed slaves are her \"crop,\" which she moves along secretive paths termed \"rows,\" taking shelter in secret hideouts referred to as \"barns.\"</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.dwL0Y0P2x4pn2cft] Feat 6</h2>\n<p><strong>Prerequisites</strong> Charisma 14, expert in Stealth and Survival, member of the Bellflower Network</p>\n<hr />\n<p>You dedicate yourself to freeing slaves and escorting them to freedom. You gain a +5-foot status bonus to your Speed. Choose up to six other people to be your \"crop.\" Members of your crop can use your Speed for overland travel if it's higher than their own. Members more than 60 feet from you lose all benefits (from this or other Bellflower tiller feats) of being part of your crop, but they regain those benefits immediately when they return. You can add or remove someone from your crop by spending 10 minutes in conversation with them.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Bellflower tiller archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.bXoGskH0SYfdcEtJ] Feat 8</h2>\n<p><strong>Prerequisites</strong> Bellflower Dedication</p>\n<hr />\n<p>You can guide your crop to move without notice. When you and any of your crop are Avoiding Notice, you can choose one member of your crop to temporarily gain the benefits of the Quiet Allies skill feat until the group is no longer Avoiding Notice. The group rolls two checks instead of one, using the higher die roll. This is a fortune effect.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.0Bu48kn3Deq9gHQE] Feat 8</h2>\n<p><strong>Prerequisites</strong> Bellflower Dedication</p>\n<hr />\n<p>Making one's way to safety can be harrowing, but you have extensive practice at helping others along that path. When you roll a success to Aid a member of your crop, you get a critical success instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.RivbJYEBUyfLwPh7] Feat 8</h2>\n<p><strong>Prerequisites</strong> Bellflower Dedication</p>\n<hr />\n<p>You fight fiercely to protect your crop. When you hit a creature that is adjacent to two or more members of your crop with a weapon or unarmed attack, you gain a circumstance bonus to your damage roll equal to the number of weapon damage dice. When you hit a creature who has a member of your crop grabbed, that member can attempt to Escape using a reaction.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.6Hv4kpHj8IexNUey] Feat 10</h2>\n<p><strong>Prerequisites</strong> Bellflower Dedication</p>\n<hr />\n<p>You can use the Aid reaction to help a member of your crop even if you haven't prepared to do so.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Wo0HNBh6CCgPN3Co] Feat 10</h2>\n<p><strong>Prerequisites</strong> Bellflower Dedication</p>\n<hr />\n<p>Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of your crop receive a +5-foot circumstance bonus to Speed.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.r0twuF5nxXN5lkLk] Feat 12</h2>\n<p><strong>Prerequisites</strong> Bellflower Dedication, expert in a melee weapon</p>\n<hr />\n<p>Select a magical effect that has made an adjacent member of your crop clumsy, grabbed, paralyzed, restrained, or slowed. Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"SUDV5hFZ9WocxWqv","image":{},"name":"Blessed One","sort":2400000,"src":null,"system":{},"text":{"content":"<p>Through luck or deed, heritage or heroics, you carry the blessing of a deity. This blessing manifests as the ability to heal wounds and remove harmful conditions, and exists independent of worship. You might offer thanks daily to the deity whose power you wield, or you might carry these blessings reluctantly, seeking to avoid responsibility or even acting to defy the deity's influence on you. You might wear the robes of the deity's order, or you might give little thought and even less reverence to the source of your powers. However you feel about these gifts, there can be no doubt that you wield a special power. Good-aligned deities are most likely to empower a blessed one. However, deities of any alignment can grant such a blessing, as long as they are capable of granting a positive divine font to their clerics. This means such deities as Lamashtu might grant a foul version of the blessed one's powers.</p>\n<p><strong>Additional Feats</strong> 6th @UUID[Compendium.pf2e.feats-srd.aiHbS8FGNYAQBF62], @UUID[Compendium.pf2e.feats-srd.zilwynzk8lIujgZo]; 8th @UUID[Compendium.pf2e.feats-srd.fx50Ivl1ERxTijpT]; 10th @UUID[Compendium.pf2e.feats-srd.kZdcoaTD849QalR9]; 12th @UUID[Compendium.pf2e.feats-srd.647GZOyhWgcjw6Jg], @UUID[Compendium.pf2e.feats-srd.tCuMXQ0yMrCNwzqW]; 14th @UUID[Compendium.pf2e.feats-srd.nsFnOLqYSkGWFhLD], @UUID[Compendium.pf2e.feats-srd.Cy5W8U4yN9P1EvBy]; 20th @UUID[Compendium.pf2e.feats-srd.xZrTjUub7V09sXZF]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.eBdajOzs8kiJDic2] Feat 2</h2>\n<p>You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the blessed one archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.NrCloSukzSUCprsM] Feat 4</h2>\n<p><strong>Prerequisites</strong> Blessed One Dedication</p>\n<hr />\n<p>You gain the protector's sacrifice domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.V3nNlrdU2OxYJAjx] Feat 8</h2>\n<p><strong>Prerequisites</strong> Blessed One Dedication, ability to cast spells from spell slots, Mercy</p>\n<p><strong>Frequency</strong> once per 10 minutes</p>\n<hr />\n<p>When you focus your magic on an ally, you can remove harmful conditions. If your next action is to Cast a Spell from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your Mercy feat, including those granted by later feats such as Greater Mercy. Attempt a counteract check based on the spell's DC and level. This effect is in addition to the normal effects of your spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.kKoqqXOTdRYROmVV] Feat 12</h2>\n<p><strong>Prerequisites</strong> Blessed One Dedication</p>\n<p><strong>Trigger</strong> An ally within 30 feet would become frightened, drained, enfeebled, sickened, or stupefied.</p>\n<hr />\n<p>You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Fea8ZereQhNolDoP","image":{},"name":"Bounty Hunter","sort":2600000,"src":null,"system":{},"text":{"content":"<p>Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, searching up on leads, and pursuing villains to hell and back.</p>\n<p><strong>Additional Feats</strong> 14th @UUID[Compendium.pf2e.feats-srd.pbD4lfAPkK1NNag0]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.tKaesXO5nlZ2sspx] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Survival</p>\n<hr />\n<p>When focused on finding your quarry, you're relentless. You gain the Hunt Prey action. You can use Hunt Prey to designate only a creature that you've seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to checks to Gather Information regarding your prey.</p>\n<p>If you already have Hunt Prey, you become an expert in Survival and gain the circumstance bonus to Gather Information about your prey; you can still designate a creature you're tracking during exploration, in addition to the conditions above.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the bounty hunter archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.mRHkGMLecd5aaj2R] Feat 4</h2>\n<p><strong>Prerequisites</strong> Bounty Hunter Dedication</p>\n<p>You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: bola, sap, and whip. You gain access to bolas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed.</p>\n<p>In addition, you take no penalty when making a nonlethal attack with a weapon without the nonlethal trait.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.N0YcU8mIJnQ4C2N6] Feat 4</h2>\n<p><strong>Prerequisites</strong> Bounty Hunter Dedication</p>\n<p><strong>Requirements</strong> You have designated prey with Hunt Prey.</p>\n<hr />\n<p>By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to Seek your prey, to Track your prey, and to Gather Information about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey.</p>\n<p>This benefit lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they're out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.OzvvsyjAWWij4mmm]{Keep Pace} Feat 6</h2>\n<p><strong>Prerequisites</strong> Bounty Hunter Dedication</p>\n<p><strong>Prerequisites</strong> Bounty Hunter Dedication</p>\n<p><strong>Trigger</strong> Your prey is within reach and attempts to move away from you.</p>\n<hr />\n<p>Your prey can't Escape. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.BVHDkBa4JMmmj5Sn] Feat 8</h2>\n<p><strong>Prerequisites</strong> Bounty Hunter Dedication</p>\n<p><strong>Requirements</strong> Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you.</p>\n<p><strong>Trigger</strong> Your prey critically fails on a melee Strike's attack roll against you.</p>\n<hr />\n<p>You attempt an Athletics check to Grapple your prey.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"vS9iMDapZN9uW33Q","image":{},"name":"Bright Lion","sort":2800000,"src":null,"system":{},"text":{"content":"<p>You are one of the Bright Lions, part revolutionary warrior, part undercover spy.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.rJ1XxUEACaQA9Lyo] Feat 2</h2>\n<p><strong>Prerequisites</strong> member of the Bright Lions, not a worshipper of Walkena, trained in Stealth</p>\n<p><strong>Access</strong> @UUID[Compendium.pf2e.backgrounds.JfGVkZkaoz2lnmov] background</p>\n<hr />\n<p>You become trained in your choice of Deception or Diplomacy and in Mzali Lore; if you were already trained, you become an expert instead. You incorporate enough worship of Walkena in your daily life to avoid suspicion. You typically don't need to Lie or Impersonate to pass yourself off as a worshipper of Walkena. Against careful inspection, you gain a +4 circumstance bonus to Deception checks specifically to pass yourself off as a version of yourself faithful to Walkena.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.J1MURfqf0kbxrKG9] Feat 4</h2>\n<p><strong>Prerequisites</strong> Bright Lion Dedication</p>\n<hr />\n<p>You gain a tattoo that serves as a special ward to defend you against Walkena's forces.</p>\n<p>The tattoo allows you to cast the light cantrip as a divine innate spell at will. The cantrip is heightened to a spell level equal to half your level rounded up. If you die, the tattoo immediately casts gentle repose on your corpse, heightened to the same spell level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vqLt1qjdrflTmdsw] Feat 6</h2>\n<p><strong>Prerequisites</strong> Bright Lion Dedication</p>\n<hr />\n<p>The Old Sun Gods have granted you a gift in your fight against Walkena. You gain the sun's fury focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; when you gain this feat, if you aren't already, you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vVyX9IG8flxg81mc] Feat 8</h2>\n<p><strong>Prerequisites</strong> Bright Lion Dedication</p>\n<hr />\n<p>You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the Slippery Secrets skill feat, and its benefits also apply against divination effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"5nd8ON2kFGOsCdwQ","image":{},"name":"Bullet Dancer","sort":3000000,"src":null,"system":{},"text":{"content":"<p>While most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse flourishing feints and ricocheting gunplay into a whirling ballet of bullets. As a bullet dancer, you might become the target of brash duelists and gladiators looking to make a name for themselves. But you tend to welcome the attention and might have proven your reputation while dancing your deadly ballet in tournaments from Tymon to Goka. You've found your fluid motions and explosive attacks to be surefire crowd-pleasers, even as they serve to confound and shock your foes.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.j1hhTLOq7o80XCyV] Feat 2</h2>\n<p><strong>Prerequisites</strong> expert in unarmored defense and trained in unarmed attack</p>\n<hr />\n<p>You've learned how to synchronize traditional martial arts and guns. You gain the @UUID[Compendium.pf2e.actionspf2e.SMF1hTWPHtmlS8Cd] action. Whenever your proficiency in any weapon increases to expert or beyond, you gain that new proficiency with bayonets, reinforced stocks, simple firearms and unarmed attacks.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.VeVHWTrzE3aDm3rx] Feat 4*</h2>\n<p>* This version of the Brawling Focus feat is intended for use with an Archetype and has a different level for access than the @UUID[Compendium.pf2e.feats-srd.VeVHWTrzE3aDm3rx]{original feat}.</p>\n<hr />\n<p>You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have @UUID[Compendium.pf2e.feats-srd.YW4FdWgzTwRFneFF], you also gain the critical specialization effects of all monk weapons in which you are trained.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.A2EBy2L4acrehiAA] Feat 4*</h2>\n<p>* This version of the Pistol Twirl feat is intended for use with an Archetype and has a different level for access than the @UUID[Compendium.pf2e.feats-srd.A2EBy2L4acrehiAA]{original feat}.</p>\n<hr />\n<p>Your quick gestures and flair for performance distract your opponent, leaving it vulnerable to your follow-up attacks. You Feint against an opponent within the required weapon's first range increment, rather than an opponent within melee reach. If you succeed, the foe is flat-footed against your melee and ranged attacks, rather than only your melee attacks. On a critical failure, you're flat-footed against the target's melee and ranged attacks, rather than only its melee attacks.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vPZxFpq7XkRmE3Uc] Feat 6*</h2>\n<p><strong>Requirements</strong> You're wielding a loaded firearm.</p>\n<p>* This version of the Black Powder Boost feat is intended for use with an Archetype and has a different level for access than the @UUID[Compendium.pf2e.feats-srd.vPZxFpq7XkRmE3Uc]{original feat}.</p>\n<hr />\n<p>You fire your weapon as you jump, using the kickback to go farther. You @UUID[Compendium.pf2e.actionspf2e.d5I6018Mci2SWokk] and discharge your firearm to add a +10-foot status bonus to the distance traveled. If you spend 2 actions for Black Powder Boost, you @UUID[Compendium.pf2e.actionspf2e.2HJ4yuEFY1Cast4h] or @UUID[Compendium.pf2e.actionspf2e.JUvAvruz7yRQXfz2] instead.</p>\n<p><strong>Special</strong> An ability that allows you to @UUID[Compendium.pf2e.actionspf2e.2HJ4yuEFY1Cast4h] or @UUID[Compendium.pf2e.actionspf2e.JUvAvruz7yRQXfz2] as a single action (like the @UUID[Compendium.pf2e.feats-srd.ZBhvJ9O8MvBFAlhq] skill feat) lets you use Black Powder Boost as a single action for those jumps as well.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.uc6JcNrI31wzSC2h] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.j1hhTLOq7o80XCyV]</p>\n<hr />\n<p>The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught. While in @UUID[Compendium.pf2e.actionspf2e.SMF1hTWPHtmlS8Cd], when you successfully Strike an opponent with a bayonet or reinforced stock attached to your firearm, the next ranged Strike you make against that opponent doesn't trigger reactions that would trigger on a ranged attack, such as Attack of Opportunity. While in Bullet Dancer Stance, when you make a successful ranged Strike against an opponent within your melee reach using a firearm, the next reinforced stock or bayonet attack attached to that firearm deals an additional 1 fire damage per weapon damage die.</p>\n<p>The benefit on your next Strike from either use of Bullet Dancer Burn is lost if not used by the end of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.YrRlbIzjsFlGGmVN] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.vPZxFpq7XkRmE3Uc]</p>\n<p><strong>Requirements</strong> You're wielding a loaded firearm.</p>\n<hr />\n<p>You learn to take advantage of every shot, flying across the battlefield with the help of your weapon's recoil. Stride and use @UUID[Compendium.pf2e.feats-srd.vPZxFpq7XkRmE3Uc]. Make a ranged Strike with the required weapon at any point during the Black Powder Boost.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.0UdHPOv3DX8TY9yb] Feat 8*</h2>\n<p>* This version of the Snap Shot feat is intended for use with an Archetype and has a different level for access than the @UUID[Compendium.pf2e.feats-srd.0UdHPOv3DX8TY9yb]{original feat}.</p>\n<hr />\n<p>You've learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5ZX4btrw5yjBr8IM] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.uc6JcNrI31wzSC2h]</p>\n<p><strong>Requirements</strong> You're in @UUID[Compendium.pf2e.actionspf2e.SMF1hTWPHtmlS8Cd].</p>\n<hr />\n<p>You've learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata. You Strike with a simple firearm, and then Interact to reload that same firearm. You don't need a free hand to reload your simple firearm in this way.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ySr510TkpUO3N6Ty] Feat 12*</h2>\n<p><strong>Requirements</strong> You're wielding a loaded crossbow or firearm.</p>\n<p>* This version of the Trick Shot feat is intended for use with an Archetype and has a different level for access than the @UUID[Compendium.pf2e.feats-srd.ySr510TkpUO3N6Ty]{original feat}.</p>\n<hr />\n<p>You shoot not at your foe but at an object nearby. Make a Strike with your firearm against an AC equal to an easy DC for your level. On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects.</p>\n<ul>\n<li><strong>Dislodge Object</strong> Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table.</li>\n<li><strong>Explosive Barrel</strong> Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take 6d6 damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by 1d6 for every 2 levels you have above 10th.</li>\n</ul>\n<h2>@UUID[Compendium.pf2e.feats-srd.MyDluIbnX2sjm3pB] Feat 14</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.j1hhTLOq7o80XCyV]; @UUID[Compendium.pf2e.feats-srd.ySr510TkpUO3N6Ty]</p>\n<p><strong>Requirements</strong> You're wielding a simple firearm.</p>\n<hr />\n<p>When using a simple firearm, you can shoot objects right out of your enemy's hands. Attempt to Disarm the target using a ranged attack roll with your simple firearm, instead of attempting an Athletics check against the target's Reflex DC.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.c7mCj6wUdb47rrnw] Feat 14*</h2>\n<p>* This version of the Ricochet Shot feat is intended for use with an Archetype and has a different level for access than the @UUID[Compendium.pf2e.feats-srd.c7mCj6wUdb47rrnw]{original feat}.</p>\n<hr />\n<p>You bounce your shot off a nearby surface to strike your opponent from an unexpected angle. When determining whether a target has cover from your ranged attack with a firearm or crossbow, you can choose one solid surface within your weapon's first range increment to ricochet your shot off of. If you do, you determine the target's cover from the point where you ricochet your shot instead of from you.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UZpBsHE57rmS0x6S] Feat 16*</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.A2EBy2L4acrehiAA]; master in Deception</p>\n<p>* This version of the Showstopper feat is intended for use with an Archetype and has a different level for access than the @UUID[Compendium.pf2e.feats-srd.UZpBsHE57rmS0x6S]{original feat}.</p>\n<hr />\n<p>Your twirling weapons create a grand distraction that's difficult to look away from. When using Pistol Twirl to Feint, you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one Deception check and compare it against each target's Perception DC.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.VW0Tp5rJDRjaJuSn] Feat 16*</h2>\n<p><strong>Requirements</strong> You're wielding two weapons, each in a different hand. At least one of these weapons must be a loaded firearm or loaded crossbow.</p>\n<p>* This version of the Two-Weapon Fusillade feat is intended for use with an Archetype and has a different level for access than the @UUID[Compendium.pf2e.feats-srd.VW0Tp5rJDRjaJuSn]{original feat}.</p>\n<hr />\n<p>You attack with both your weapons in a furious barrage. Strike twice, once with each weapon.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"vKuJVojicBmNsL1C","image":{},"name":"Butterfly Blade","sort":3200000,"src":null,"system":{},"text":{"content":"<p>You've trained in one of Goka's oldest traditions of espionage, intimidation, and combat mastery. You use your skills to learn about your enemies and cut them down with your mastery of the butterfly sword.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.D1o7GUraoFFzjaub], @UUID[Compendium.pf2e.feats-srd.5FyvwI24mnROzh61], @UUID[Compendium.pf2e.feats-srd.qFt6zyWVX1njJf1l]; 6th @UUID[Compendium.pf2e.feats-srd.9SYnbjFgyucjhN5e]</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.txo0xFYUfAjdmyjt] Feat 4</h2>\n<p><strong>Prerequisites</strong> trained in @UUID[Compendium.pf2e.equipment-srd.JuR0cug2xq4sWxHR]{Butterfly Swords}</p>\n<p><strong>Access</strong> Defeat a member of the Butterfly Blades in a sanctioned bout.</p>\n<hr />\n<p>You become trained in Deception and Stealth; if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with butterfly swords. You gain access to butterfly swords.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from this archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.zMT3etCcdPdtAdOn] Feat 6</h2>\n<p><strong>Prerequisites</strong> Butterfly Blade Dedication</p>\n<hr />\n<p>You can make nonlethal Strikes with a butterfly sword without taking a penalty.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.i5LtFOpsUR5S74pC] Feat 6</h2>\n<p><strong>Prerequisites</strong> Butterfly Blades Dedication</p>\n<hr />\n<p>You gain the @UUID[Compendium.pf2e.classfeatures.j1JE61quDxdge4mg] class feature. You don't increase the number of dice as you gain levels.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.nuBY8Ek4JBFQJzoh] Feat 6</h2>\n<p><strong>Prerequisites</strong> Butterfly Blade Dedication</p>\n<hr />\n<p>When you succeed at identifying a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute. This feat serves as the rogue's @UUID[Compendium.pf2e.classfeatures.RyOkmu0W9svavuAB]{Mastermind Racket} for the purpose of meeting prerequisites.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Yy9LXo2GaLT7eCOL] Feat 8</h2>\n<p><strong>Prerequisites</strong> Butterfly Blade Dedication</p>\n<hr />\n<p>You gain access to the butterfly sword's critical specialization effect. If you already had access to the critical specialization effect or you gain the effect at a later time, you also gain the critical specialization effect for knives when you critically hit with a butterfly sword. You can benefit from only one critical specialization effect at a time.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.aOYnK0xe9DKFtx7d] Feat 10</h2>\n<p><strong>Prerequisites</strong> Butterfly Blade Dedication</p>\n<hr />\n<p>You know how to alter the perceptions of others. You can cast aura of the unremarkable once per day as an innate arcane spell. The spell uses your class DC or spell DC, whichever is higher.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"b7oePIMEMdFFS5TH","image":{},"name":"Captivator","sort":3400000,"src":null,"system":{},"text":{"content":"<p>Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate magic. You can bend others' wills to your own by weaving alluring enchantments and compelling illusions. Perhaps this comes from a touch of fey or draconic blood in your family's distant past, or perhaps it's the work of some special boon or curse placed upon you.</p>\n<p>Captivators come from all areas of the world and all walks of life. A farmhand with the right gifts, sent to the market every week to hawk their latest crop, could find themself on the path to becoming a captivator. An urchin who relies on the sympathy of others just to survive may become a captivator out of necessity, and a noble, immersed in a deadly game of luxury and influence, might have trained to be a captivator since birth. Regardless of background, most captivators use their abilities to advance their station in life, make things easier for themselves, or befriend those who can help them achieve their goals.</p>\n<p>Good captivators use their gifts and skills to bring people together. They might turn a would-be tavern brawl into a night of sharing drinks and telling stories. They might offer encouragement to those facing depression or doubt. They excel at ending conflict peacefully and efficiently, leaving everyone around them happier. When faced with violence, they use their magic to quickly subdue or enthrall enemies while minimizing harm to their companions.</p>\n<p>Evil captivators manipulate others to achieve status, wealth, and power. They have no qualms about deceiving someone or using their magic to cause harm. Evil captivators are dangerous tricksters whose enchantments and illusions make them seem harmless, unimportant, or friendly. The slick politician, the devious con artist, the cunning courtier—these are all roles that an evil captivator can easily assume.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.IrxtH1BFlUOS0DnQ] Feat 4</h2>\n<p><strong>Prerequisites</strong> Charisma 14, trained in Deception or Diplomacy</p>\n<hr />\n<p>Your ability to captivate others borders on the preternatural. You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Choose Deception or Diplomacy. You become trained in that skill, or become an expert if you were already trained.</p>\n<p>Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the Cast a Spell activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the captivator archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.kmIgbWLbaarqmMaY] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.IrxtH1BFlUOS0DnQ]</p>\n<hr />\n<p>Your innate ability to fascinate others develops into full-fledged spellcasting. This spellcasting comes naturally and instinctively to you, rather than as a product of training. Choose a 1st-level occult spell from either the enchantment or illusion school. You can Cast this Spell as an occult innate spell. At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from either the enchantment or illusion school.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.K9SpdinLWc7YRVHP] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.kmIgbWLbaarqmMaY]</p>\n<hr />\n<p>Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each occult innate spell granted by captivator archetype feats one additional time per day. You can do this for spells of all levels granted, other than your two highest spell levels from non-cantrip captivator spells. If you have Heightened Captivation, you can Cast the chosen Spell a second time each day, though one of the two times you cast it, it's heightened two levels lower than your highest level of non-cantrip captivator spells, as long as the spell can be cast at that spell level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.r7srDh7Iz94vfwwN] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.kmIgbWLbaarqmMaY]</p>\n<p><strong>Trigger</strong> A creature Casts a Spell from the enchantment or illusion school.</p>\n<p><strong>Requirements</strong> You have an innate non-cantrip captivator spell of the same school.</p>\n<hr />\n<p>Your enchantments and illusions are so dominant that you can use them to counteract similar magic cast by others. When a foe casts an enchantment or illusion spell and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell of the same school as the triggering spell as if you had Cast the Spell. You then attempt to counteract the triggering spell with your spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.BBvmmULFPLlHCeIK] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.IrxtH1BFlUOS0DnQ]</p>\n<hr />\n<p>You can infuse your enchantments and illusions with more power. Choose one of your spells granted by captivator archetype feats; this spell can't be from your highest level of non-cantrip captivator spells. The spell you choose is heightened to the highest level of captivator spell you can cast, not including cantrips. You can't later change the spell that is heightened by this feat.</p>\n<p><strong>Special</strong> You can select this feat more than once. Each time you select it, you choose a different spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.QhKLXGJPLZaX1qDp] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.kmIgbWLbaarqmMaY]</p>\n<hr />\n<p>You learn more powerful spells to enchant and deceive. You learn a 4th-level occult spell. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. Each of these spells must come from either the enchantment or illusion school. You Cast these Spells as occult innate spells. You become an expert with spell attack rolls and spell DCs for occult spells.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.cQ2jy4Utoxmk3MkG] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.IrxtH1BFlUOS0DnQ]</p>\n<p><strong>Frequency</strong> once per day</p>\n<p><strong>Requirements</strong> You are the target of a spell or attack.</p>\n<hr />\n<p>You're so charming and distracting that when pressed, you can cast a simple enchantment in time to foil an attacker. You cast any of your 1st-level enchantment spells that normally take two actions or fewer to cast. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions based on the effects (for instance, if you charm the attacker and it becomes friendly to you, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.lZA7SYBmSPFlKNr2]{Efortless Captivation} Feat 14</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.IrxtH1BFlUOS0DnQ]</p>\n<p><strong>Trigger</strong> Your turn begins.</p>\n<hr />\n<p>You maintain your innate enchantments and illusions with hardly a thought. You immediately gain the effects of the Sustain a Spell action, which you can use only to extend the duration of an enchantment or illusion spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jI4Eoi6m0ogjXkGK] Feat 16</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.QhKLXGJPLZaX1qDp]</p>\n<hr />\n<p>You master the most powerful spells that enchant and deceive. You learn a 7th-level occult spell. At 18th level, you learn an 8th-level spell, and at 20th level, you learn a 9th-level spell. Each of these spells must come from either the enchantment or illusion school. You cast these spells as occult innate spells. You become a master with spell attack rolls and spell DCs for occult spells.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.blOiU4LPlBjVHcgR] Feat 18</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.IrxtH1BFlUOS0DnQ]</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p>If your illusions or enchantments fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate enchantment or illusion spell and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you waste that number of actions with no effect. After this second casting, you lose the spell whether it affected any targets or not. Look Again works only with spells that require targets and doesn't do anything if you cast a targeted spell but didn't select any targets.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"EWiUv3UiR3RHSGlA","image":{},"name":"Cathartic Mage","sort":3600000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p><hr /><p>Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again.</p><section class=\"info\"><h4>Emotional Focus</h4><p>Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable.</p></section><h2>@UUID[Compendium.pf2e.feats-srd.dkuY22d3yLUBcqhq] Feat 2</h2><p><strong>Prerequisites</strong> Charisma 14 or ability to cast spells from spell slotes</p><hr /><p>You've learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section to be your catharsis emotion.</p><p>If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.</p><p>If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.</p><p>You gain the @UUID[Compendium.pf2e.actionspf2e.2424g94rpoiN1IPh] reaction and the @UUID[Compendium.pf2e.actionspf2e.EhLvRWFKhZ3HtrZO] activity.</p><p><strong>Emotional States:</strong></p><p>@UUID[Compendium.pf2e.classfeatures.MizJPiKnopfpGmvw]</p><p>@UUID[Compendium.pf2e.classfeatures.rgLaxC3I2L7HSPNn]</p><p>@UUID[Compendium.pf2e.classfeatures.eNFYMQMS2BszErCX]</p><p>@UUID[Compendium.pf2e.classfeatures.7PutMrgKIaAeKBuU]</p><p>@UUID[Compendium.pf2e.classfeatures.S4uY5ap2yhDRqhd0]</p><p>@UUID[Compendium.pf2e.classfeatures.zFY2PlJTObXpcQW4]</p><p>@UUID[Compendium.pf2e.classfeatures.lDjKVZ48zbqQf3CU]</p><p>@UUID[Compendium.pf2e.classfeatures.jklanV9AbZDnZHaD]</p><p>@UUID[Compendium.pf2e.classfeatures.ccrTv2j7eplr2JU8]</p><p>@UUID[Compendium.pf2e.classfeatures.T9gUmwghw16itUAO]</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.fVP8jX7yRUpyrcVO] Feat 4</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.dkuY22d3yLUBcqhq]</p><hr /><p>You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of that spell level from your chosen tradition to your repertoire-either a common spell or another spell you've learned or discovered.</p><h2>@UUID[Compendium.pf2e.feats-srd.yqMBLt0GUTwiqnZT] Feat 4</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.dkuY22d3yLUBcqhq]</p><hr /><p>You learn the focus spell listed under your emotion's entry. You can cast it only while in emotional fervor. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus while you use @UUID[Compendium.pf2e.actionspf2e.EhLvRWFKhZ3HtrZO].</p><h2>@UUID[Compendium.pf2e.feats-srd.kQfqJLpKOPORq7I6] Feat 8</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.dkuY22d3yLUBcqhq]</p><hr /><p><strong>Requirements</strong> You have a reaction available and aren't prevented from using @UUID[Compendium.pf2e.actionspf2e.2424g94rpoiN1IPh].</p><hr /><p>You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. The fervor lasts only until the end of your turn. At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal.</p><h2>@UUID[Compendium.pf2e.feats-srd.IZFw3Do0kBdgwZX0] Feat 12</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fVP8jX7yRUpyrcVO]</p><hr /><p>You gain the expert spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.zybYSfeM0PLPpAaa] Feat 12</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.dkuY22d3yLUBcqhq]</p><hr /><p>When you use @UUID[Compendium.pf2e.actionspf2e.2424g94rpoiN1IPh], one ally within 30 feet gains the catharsis activation benefits in addition to you. If these benefits require an emotional focus, they use your emotional focus as they're experiencing an empathic imprint of your emotions. Depending on the activation benefit, it might be impossible to grant it to an ally; for instance, pride could only have an effect for an ally if both you and the ally critically failed the same saving throw against the same effect.</p><h2>@UUID[Compendium.pf2e.feats-srd.5NWZct5OvSiVvMn8] Feat 18</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.IZFw3Do0kBdgwZX0]</p><hr /><p>You gain the master spellcasting benefits.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"nmcEiM2gjqjGWp2c","image":{},"name":"Cavalier","sort":3800000,"src":null,"system":{},"text":{"content":"<p>You are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount. You and your mount are an unparalleled team, moving with shared intent to become a powerful force on the battlefield. You might wield a banner in the name of a greater organization, a liege, or an ideal you uphold, or you might fight solely to further enrich your own prestige, reputation, and coffers.</p>\n<p><strong>CAVALIER PLEDGES</strong></p>\n<p>Many cavaliers pledge themselves in service to a specific organization or individual, such as a noble family or sovereign ruler, a knightly order or another organization, or a particular ideal. A cavalier pledged to an order or ideal must uphold its edicts and is beholden to any anathema it has; for example, a cavalier pledged to the druid's animal order would be tied to that anathema, while a cavalier pledged to the church of Abadar would be held to the same standards as a cleric of that god. If you pledge yourself to an entity or cause without a stated anathema, you should work with your GM to determine the edicts and anathema associated with your pledge. Cavaliers who have pledged themselves can gain access to certain abilities related to that pledge, such as Cavalier's Banner. If you violate the anathema of your pledge, you lose access to those feats until you benefit from an atone ritual. Changing the subject of your pledge is equivalent to retraining a class feature.</p>\n<p><span style=\"font-size:1.5em\">@UUID[Compendium.pf2e.feats-srd.5Q69PI8jdQVkb1ZT] Feat 2</span></p>\n<p><strong>Prerequisites</strong> trained in Nature or Society</p>\n<hr />\n<p>You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size).</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the cavalier archetype. This restriction is waived if you have pledged to the organization associated with the other dedication feat. For example, if you are pledged to a Hellknight order, you could take Hellknight dedication feats without needing to gain other feats from the cavalier archetype first.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.CAaXGhHDMRM3Pt4J] Feat 4</h2>\n<p><strong>Prerequisites</strong> Cavalier Dedication</p>\n<p><strong>Requirements</strong> You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar).</p>\n<hr />\n<p>You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against fear effects. If your banner is destroyed or removed, allies within 30 feet become frightened 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Vab3XIirjs3KQh3t] Feat 4</h2>\n<p><strong>Prerequisites</strong> Cavalier Dedication</p>\n<p><strong>Requirements</strong> You are riding your mount.</p>\n<hr />\n<p>You Command an Animal to order your mount to Stride twice. At any point during this movement, you can Strike one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Nxke8WzifQafSa4I] Feat 4</h2>\n<p><strong>Prerequisites</strong> Cavalier Dedication</p>\n<hr />\n<p>You've trained your mount to become a powerful force on the battlefield. The mount you gained through the Cavalier Dedication feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to Stride or Strike.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.G9l2g7sDpPVbZJza] Feat 4</h2>\n<p><strong>Prerequisites</strong> Cavalier Dedication, expert in Nature</p>\n<p><strong>Requirements</strong> You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.</p>\n<hr />\n<p>You and your mount can spring into action at a moment's notice. You Mount the creature and Command an Animal to issue it an order of your choice.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.sflJhnFzYfqZ2tDy] Feat 6</h2>\n<p><strong>Prerequisites</strong> Cavalier Dedication</p>\n<p><strong>Trigger</strong> An enemy makes an attack roll against your mount while you're riding it.</p>\n<hr />\n<p>You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.oGOxrqT7DHI43SVk] Feat 6</h2>\n<p><strong>Prerequisites</strong> Cavalier Dedication</p>\n<hr />\n<p>You've trained with your shield to defend both yourself and our mount. When you Raise a Shield while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the Shield Block reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.AYBfwGImT28lUdue] Feat 8</h2>\n<p><strong>Prerequisites</strong> Impresive Mount</p>\n<hr />\n<p>Under your care and training, your mount has realized its innate potential. The mount you gained through the Cavalier Dedication feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.t6sey3cyV8n7a78l] Feat 10</h2>\n<p><strong>Prerequisites</strong> Cavalier Dedication</p>\n<p><strong>Requirements</strong> You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.).</p>\n<hr />\n<p>You urge your mount forward, trampling enemies in your path. You command your mount to Stride up to its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee Strike using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's Athletics DC. On a critical failure, the creature also becomes flat-footed until the end of your next turn. You can damage a given creature only once during this movement.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.39RJF47FLYr5gZ8p] Feat 10</h2>\n<p><strong>Prerequisites</strong> Cavalier Dedication</p>\n<p><strong>Requirements</strong> You are riding a mount and wielding a jousting weapon.</p>\n<hr />\n<p>You attempt to knock an opponent off their mount. Make a melee Strike against a mounted opponent. If your attack hits, attempt an Athletics check against the opponent's Fortitude DC. If you succeed, the foe is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands prone.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wijzB1FDUT7SC86a] Feat 14</h2>\n<p><strong>Prerequisites</strong> Incredible Mount</p>\n<hr />\n<p>You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice.</p>\n<p><strong>Special</strong> You can select this feat up to three times. Each time, add a different specialization to your mount. You mount can't have more than three specializations.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.epNrbgmjZDjJe7Ry] Feat 20</h2>\n<p><strong>Prerequisites</strong> Cavalier Dedication</p>\n<hr />\n<p>You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are quickened; you can use the extra action only to command your mount using the Command an Animal skill action.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"h1zdUIWX1k5PKTnc","image":{},"name":"Celebrity","sort":4000000,"src":null,"system":{},"text":{"content":"<p>You're a special personality... and you know it. You're not merely comfortable in the spotlight, you crave it. While the traditional celebrity is a musician or another type of performer, you could be known for any occupation.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.MNArjo5Z5LUYITQm] Feat 2</h2>\n<p>The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the celebrity archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Btu0tA6SEBS6K1hE] Feat 4</h2>\n<p><strong>Prerequisites</strong> Celebrity Dedication</p>\n<p><strong>Trigger</strong> You would gain the fatigued condition.</p>\n<p><strong>Requirements</strong> You are observed by at least three creatures who aren't foes.</p>\n<hr />\n<p>As long as you have an audience, you can continue to perform. Indeed, you must-you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by the required creatures, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the fatigued condition after this ability ends.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.gOHBzx5Rqa6TZcrm] Feat 6</h2>\n<p><strong>Prerequisites</strong> Celebrity Dedication</p>\n<hr />\n<p>When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be fascinated until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a hostile action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day.</p>\n<p>When you select this feat, it gains either the arcane or occult trait; once you make this choice, you can't change it.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.N0gJ4Q69nslbdXHg] Feat 10</h2>\n<p><strong>Prerequisites</strong> Celebrity Dedication</p>\n<hr />\n<p>You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other visual effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a visual effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to Hide even if they don't have cover, as you are continually providing a distraction.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"rxyJUbQosVfgRjLr","image":{},"name":"Crystal Keeper","sort":4200000,"src":null,"system":{},"text":{"content":"<p>In the era before Earthfall, the elven people of Golarion exhibited a wide range of mastery over magic. A sect of elves who venerated the goddess Yuelral first developed the techniques of the crystal keeper, but this tradition has since been long forgotten by most of the world. There are those who still remember, though-PCs can gain access to the crystal keeper archetype from the tragic figure that haunts Jewelgate waystation in \"Fires of the Haunted City.\"</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ELdUj5ihdivlgb3H] Feat 4</h2>\n<p><strong>Prerequisites</strong> trained in Elven Lore or Society</p>\n<hr />\n<p>You can use Arcana, Occultism, Religion, or Society to Decipher Writing by meditating before a crystal, regardless of the type of writing. When you Decipher Writing and roll a critical failure, you get a failure instead, and when you Decipher Writing and roll a success, you get a critical success instead.</p>\n<p>Additionally, you gain resistance 10 to damage from hazards associated with crystals.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the crystal keeper archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.NrZt98r47sPSQ06j] Feat 4</h2>\n<p>Prerequisites Crystal Keeper Dedication</p>\n<hr />\n<p>Your study of crystals and the energies held within a gem's facets grants you special arcane crystal ward spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool when you make your next daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to research and memorize the properties of gems.</p>\n<p>Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain the <em>@UUID[Compendium.pf2e.spells-srd.57ulIxg3Of2wCbEh]</em> focus spell, and you are trained in arcane spell attack rolls and spell DCs. Your spellcasting ability is Intelligence.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.DpmdmRNMg6LZpNB0] Feat 6</h2>\n<p><strong>Prerequisites</strong> Crystal Keeper Dedication</p>\n<hr />\n<p>As long as you meditate before a gemstone worth at least 10 gp as part of your daily preparations, you are capable of seeing magic as flowing runes that reveal information about magic objects, and you can scribe a personal rune that represents you. You gain the read aura and sigil cantrips. You cast these cantrips as arcane innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.81xlcIFJIAtsmXmd] Feat 10</h2>\n<p><strong>Prerequisites</strong> Crystal Keeper Dedication</p>\n<hr />\n<p>You learn the secrets of armor runes by viewing them through gems and can alter them at your discretion. Once per day when you make your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one suit of armor in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: energy-resistant, fortification, glamered, invisibility, shadow, or slick. The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the armor can't be sold as though it had the temporary rune.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5nzeyuvzKL4T8eLt] Feat 10</h2>\n<p>Prerequisites Crystal Keeper Dedication</p>\n<hr />\n<p>You learn how to alter the magic of weapon runes by using a crystal as a focusing component. Once per day during your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one weapon in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: corrosive, flaming, frost, ghost touch, grievous, returning, shock, thundering, or wounding. The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the weapon can't be sold as though it had the temporary rune.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"s9kLzXOCl2GNT6TY","image":{},"name":"Dandy","sort":4400000,"src":null,"system":{},"text":{"content":"<p>You are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette. Whether you were born into status, acquired it later in life, or merely pretend to possess it, you look and act your part to manicured perfection.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.4M5zIlJ8EvjQDtg9] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Diplomacy</p>\n<hr />\n<p>You are a consummate student of dignity, etiquette, and fashion. You can use the Diplomacy skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis.</p>\n<p>You become trained in Deception and Society; if you were already trained, you become an expert instead.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the dandy archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jzflcD1XnBp2bSZI] Feat 4</h2>\n<p><strong>Prerequisites</strong> Dandy Dedication, expert in Deception</p>\n<p><strong>Trigger</strong> You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior.</p>\n<hr />\n<p>You know how to maintain a good impression and manage your image, even while keeping uncouth company. Make a Deception check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.</p>\n<hr />\n<p><strong>Success</strong> The target's attitude doesn't decrease as a result of your ally's social blunder.</p>\n<p><strong>Failure</strong> The target's attitude decreases, as normal.</p>\n<p><strong>Critical Failure</strong> Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7jqBwXq9jVsghCva] Feat 4</h2>\n<p><strong>Prerequisites</strong> Dandy Dedication</p>\n<hr />\n<p>Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat.</p>\n<p>If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can't increase your proficiency rank in Gossip Lore by any other means.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.e6s2nIvlTycuzlR9] Feat 7</h2>\n<p><strong>Prerequisites</strong> Dandy Dedication, master in Deception</p>\n<hr />\n<p>You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Earn Income, Make an Impression, Request, or Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wqhxZwB1TR8fvpHP] Feat 7</h2>\n<p><strong>Prerequisites</strong> Dandy Dedication, master in Society</p>\n<hr />\n<p>You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend [[/r 1d4 #hours]]{1d4 hours} to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies.</p>\n<p>This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Mk7ECwe1a971WyWl","image":{},"name":"Demolitionist","sort":4600000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>As rippling explosions bring a castle's walls tumbling down, you grin and wipe the stone dust of your handiwork from your face. Brute force might work for others, but applying science to place the right explosives in just the right spot is essential to your craft.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.M0D2CQgASNfdZBrl] Feat 2</h2>\n<hr />\n<p>You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in Engineering Lore or become an expert in it if you were already trained. You gain the @UUID[Compendium.pf2e.actionspf2e.vvYsE7OiSSCXhPdr] action.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the demolitionist archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Hzq8FOtaYWpur2BL] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.M0D2CQgASNfdZBrl]</p>\n<hr />\n<p>You're often careful to be sure you're not hoisted on your own petard, or anyone else's, for that matter. When you have cover from a bomb, you gain resistance to damage caused by that bomb equal to half your level, plus a value equal to the circumstance bonus to AC granted by the cover. You gain these benefits against your own bombs regardless of whether you have cover.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.i6eWwJ67qBIPJZoK] Feat 7</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.M0D2CQgASNfdZBrl], master in Engineering Lore</p>\n<hr />\n<p>You know exactly how to make a memorable entrance... by detonating a bomb to produce a devastating explosion, of course! You Set Explosives on a door, window, container, or heavy gate. When the explosives detonate, you can attempt an Engineering Lore check to Force Open the target. If a bomb would add an item bonus to attack rolls, add that item bonus to your Engineering Lore check. Since you're blasting your way in, you can't avoid breaking the object or structure. If you roll a critical success, you get a success instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.yIDJTe4kimRoZN0L] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.M0D2CQgASNfdZBrl]; @UUID[Compendium.pf2e.feats-srd.UjWLK86BgHxz3Itd], @UUID[Compendium.pf2e.feats-srd.ozvYhY4hG1deXly8], or @UUID[Compendium.pf2e.feats-srd.gyVcJfZTmBytLsXq]</p>\n<hr />\n<p>You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously. If you have the Directional Bombs feats, you can use it with Set Explosives or Demolition Charge, even though you didn't throw the bombs. If you have the Calculated Splash or Expanded Splash feats, you can apply the additional splash damage to one of the bombs when you Set Explosives or use Demolition Charge, and you can apply the increased splash area from Expanded Splash to all the bombs.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.n1t6foOyrN48OVPK] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.M0D2CQgASNfdZBrl]</p>\n<hr />\n<p><strong>Trigger</strong> A creature moves into the bombs' splash area.</p>\n<p><strong>Requirements</strong> You're within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge.</p>\n<hr />\n<p>You detonate the required bombs in order to bring a wall down on a creature. If your bombs deal enough damage to reduce the wall's Hit Points below its Broken Threshold, the wall partially collapses on the creature. The creature takes bludgeoning damage equal to the damage dealt to the wall (basic Reflex save; the DC for this save is equal to your class DC or spell DC, whichever is higher). On a failure, they must spend an Interact action to dig themselves out of the collapse, and on a critical failure, they must spend 2 Interact actions to do so.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"SO9d7RSf1zqmTlmW","image":{},"name":"Dragon Disciple","sort":4800000,"src":null,"system":{},"text":{"content":"<p>The rippling waves of fear, the rustling of thick scales, and the beat of immense wings signal the arrival of a great dragon. The awe-inspiring presence of these creatures makes them worthy of reverence-or even outright worship. Dragon disciples dedicate themselves to becoming like these great beasts, with each disciple striving to typify one variety of dragon. Sorcerers of draconic blood, barbarians with the dragon instinct, and many kobolds with close ties to their draconic predecessors become dragon disciples, but anyone who has encountered one of these terrifying creatures might follow this path.</p>\n<p>As a dragon disciple, you study and learn from the example of dragons, but that doesn't necessarily mean that you admire the dragons you emulate. While most dragon disciples do indeed revere their chosen dragon, countless tales are told of dragon disciples born of great personal tragedy at the hands of boundless draconic fury. These disciples have transformed themselves into what they despise in order to gain the power to destroy their draconic tormentor and at long last earn their revenge.</p>\n<p><strong>INSTINCT OF THE WYRM</strong></p>\n<p>The acquisition of draconic might can change the dragon disciple's body and give them magical abilities, as reflected in the archetype's feats, but the mind often changes as well, potentially even overwhelming the disciple's normal personality. Any dragon disciple can find the attitudes of dragonkind intruding into their thoughts. The foremost emotion among all types of dragons is pride. Even the influence of a benevolent metallic dragon can overwhelm a dragon disciple with pride. When tempered, this feeling levels out to a steady confidence, but when uncontrolled, it can grow to an air of arrogance or superiority.</p>\n<p>Disciples of metallic dragons also feel the pangs of compassion and benevolence. They grow to be more focused on cooperation and might take on leadership roles. Disciples of the vile chromatic dragons are plagued by thoughts of cruelty and greed. They long to see fear in the eyes of foe and friend alike. Those who succumb to these thoughts become bullies or tyrants.</p>\n<p>Instinctual draconic feelings can be constant, yet they seem to intensify when the disciple uses their draconic powers. In the few seconds after using a breath weapon or attacking with claws, or when the disciple sprouts wings, they might have a moment of mental transformation. This can bring on the full mindset of a dragon, or even make the disciple temporarily believe they truly are a dragon, and is often accompanied by a draconic roar, cackle, or majestic display.</p>\n<p><span style=\"font-size:1.5em\">@UUID[Compendium.pf2e.feats-srd.oo34CloLefFRi72w] Feat 2</span></p>\n<p><strong>Access</strong> You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer.</p>\n<hr />\n<p>You choose to study or worship one type of dragon, and your focus grants you a measure of its power. Choose one color of dragon when you select this feat; if you are a sorcerer with the draconic bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon.</p>\n<ul>\n<li><strong>Black or Copper</strong> Acid</li>\n<li><strong>Blue or Bronze</strong> Electricity</li>\n<li><strong>Brass, Gold, or Red</strong> Fire</li>\n<li><strong>Green</strong> Poison</li>\n<li><strong>Silver or White</strong> Cold</li>\n</ul>\n<p>You also gain a +1 circumstance bonus to saving throws against sleep effects and effects that would make you paralyzed.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the sorcerer archetype, you must choose the draconic bloodline.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.uMjczqcXuteoP7lf] Feat 4</h2>\n<p><strong>Prerequisites</strong> Dragon Disciple Dedication</p>\n<hr />\n<p>Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are agile, finesse unarmed attacks that deal 1d6 slashing damage and are in the brawling weapon group.</p>\n<p>If you're a draconic sorcerer, when you cast dragon claws, increase the spell's slashing damage die from d4 to d6 and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.2UKf5IiUbpUbOC9a] Feat 4</h2>\n<p><strong>Prerequisites</strong> Dragon Disciple Dedication</p>\n<hr />\n<p>Your sense of smell is uncanny, much like a dragon's. You gain imprecise scent with a range of 30 feet. The GM might double the range if you're downwind from the creature or halve the range if you're upwind, at their discretion.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.gMPnLWLlHoNU9Lqv] Feat 4</h2>\n<p><strong>Prerequisites</strong> ability to cast spells from spell slots, Dragon Disciple Dedication</p>\n<hr />\n<p>You've discovered how to add the magic of dragons to your tradition. Add the draconic bloodline's granted spells to your spell list; you must still learn them or add them to your repertoire as normal. These spells are shield, true strike, resist energy, haste, spell immunity, chromatic wall, dragon form, mask of terror, prismatic wall, and overwhelming presence.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.fT37dtsByEIc3glC] Feat 4</h2>\n<p><strong>Prerequisites</strong> Dragon Disciple Dedication</p>\n<hr />\n<p>Scales grow across your body, protecting you against physical and magical threats. When you're unarmored, the scales give you a +2 status bonus to AC with a Dexterity cap of +2. Your resistance from Dragon Disciple Dedication increases to 3 + half your level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Sr75bQtqmCM6dyAM] Feat 8</h2>\n<p><strong>Prerequisites</strong> Dragon Disciple Dedication</p>\n<hr />\n<p>You can use a powerful breath weapon, much like the dragon you emulate. You gain the dragon breath sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Uzz7oZit3FNO9FxO] Feat 12</h2>\n<p><strong>Prerequisites</strong> Dragon Disciple Dedication</p>\n<hr />\n<p>You can manifest draconic wings to soar through the air at great speed. You gain the dragon wings sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.eR0sifECG27CC4do] Feat 14</h2>\n<p><strong>Prerequisites</strong> Dragon Disciple Dedication</p>\n<hr />\n<p>You've discovered how to transform yourself into a dragon. Once per day, you can cast 7th-level dragon form as an innate arcane spell, transforming into your chosen type of dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. Any time you score a critical hit with an unarmed Strike gained from dragon form, you recharge the spell's breath weapon immediately.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.cHOALlKY1XsCj3Fe] Feat 16</h2>\n<p><strong>Prerequisites</strong> Dragon Disciple Dedication, Dragon Breath sorcerer bloodline spell</p>\n<hr />\n<p>You unleash your breath weapon without spending focus. This has the effects of your dragon breath sorcerer bloodline spell, though it deals 9d6 damage instead of its usual damage, and you don't have to cast it or spend a Focus Point. You can't use Disciple's Breath again for [[/r 1d4 #rounds]]{1d4 rounds}.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.DFY3X7Mgl9rESQuu] Feat 18</h2>\n<p><strong>Prerequisites</strong> Shape of the Dragon</p>\n<hr />\n<p>You've practiced and increased your draconic might, allowing you to take your draconic form more often. You can use Shape of the Dragon once per hour instead of once per day.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"JzUDumJ3Dlyame4z","image":{},"name":"Drow Shootist","sort":5000000,"src":null,"system":{},"text":{"content":"<p>Some drow take skill with the hand crossbow to new heights. You've learned the secrets of these fabled drow shootists. With fearlessness and swagger, you can accomplish amazing deeds with hand crossbows.</p>\n<p><strong>Additional Feats</strong> 8th @UUID[Compendium.pf2e.feats-srd.ALbosSUygdq4T1Yk], @UUID[Compendium.pf2e.feats-srd.meQJfsKVar9tm6c9]; 10th @UUID[Compendium.pf2e.feats-srd.4I1Kq53Qfzrrmg2E]</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.NwMiszlcqNZWtezq] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in hand crossbow</p>\n<hr />\n<p>Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the @UUID[Compendium.pf2e.equipment-srd.XyA6PKV46aNlLXOd]. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the @UUID[Compendium.pf2e.adventure-specific-actions.Bh1Qnh8JP4CMysRK] action.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the drow shootist archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.HvPvyeXM2iMK4OYf] Feat 4</h2>\n<p><strong>Prerequisites</strong> Drow Shootist Dedication</p>\n<hr />\n<p>You become trained in the @UUID[Compendium.pf2e.equipment-srd.zcrIuILnp6oh4dr9] and gain access to repeating hand crossbows and @UUID[Compendium.pf2e.equipment-srd.oJZe5rRitvioUgRh]. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the repeating hand crossbow. If you're at least an expert in a repeating hand crossbow you're using, you gain access to its critical specialization effect. You can perform the @UUID[Compendium.pf2e.adventure-specific-actions.Bh1Qnh8JP4CMysRK] action with repeating hand crossbows.</p>\n<p><strong>Special</strong> If you have the @UUID[Compendium.pf2e.feats-srd.meQJfsKVar9tm6c9] feat, you can reload a @UUID[Compendium.pf2e.equipment-srd.xk9bw9ccupAIx7xT] on the move. You can use Running Reload as a 3-action activity to reload a magazine into a repeating hand crossbow after you Stride, Step, or Sneak, or as a 2-action activity if you use a magazine from a shootist bandolier.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.0idzh4dww7B7cbnW] Feat 6</h2>\n<p><strong>Prerequisites</strong> Drow Shootist Dedication</p>\n<p><strong>Frequency</strong> once per round</p>\n<p><strong>Requirements</strong> You're holding an unloaded hand crossbow.</p>\n<hr />\n<p>You can fire off a single shot even when unprepared. You Interact to reload your hand crossbow and Strike with it.</p>\n<p><strong>Special</strong> If you have the Repeating Hand Crossbow Training} feat, you can use this feat with a Repeating Hand Crossbow to load either a @UUID[Compendium.pf2e.equipment-srd.AITVZmakiu3RgfKo]{Bolt} or a magazine, but the speed means you can fire only one bolt, then the magazine jams. You must spend a 3-action Interact activity to remove the jammed magazine and clear it before it can be used again.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.HlSwpxreIfsglTJ8] Feat 8</h2>\n<p><strong>Prerequisites</strong> Drow Shootist Dedication, trained in Crafting</p>\n<hr />\n<p>You've learned more than the use of Hand Crossbow from drow lore. During your daily preparations, you can prepare a dose of @UUID[Compendium.pf2e.equipment-srd.zo0ophqfKunJFxZN] from ordinary materials in a wilderness or urban area. If you're an expert in Crafting, you can instead craft a dose of @UUID[Compendium.pf2e.equipment-srd.nn2HAN1XKkKHfVnM]. You can prepare two doses (of either poison) if you're a master in Crafting and three doses if you're legendary in Crafting. The save DC for this poison is equal to your class DC. Only you can use these poisons, and they expire the next time you make your daily preparations. The GM might decide that the area you're in is too barren to provide the materials you need for this feat.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"sAFWD8D0RKH4m25n","image":{},"name":"Dual-Weapon Warrior","sort":5200000,"src":null,"system":{},"text":{"content":"<p>You're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, continual offense is the best form of defense, and you leave little room for your foes to avoid your whirlwind of weapons.</p>\n<p><strong>Additional Feats</strong> 6th @UUID[Compendium.pf2e.feats-srd.Y8LHfkzGyOhPlUou]; 12th @UUID[Compendium.pf2e.feats-srd.GJIAecRq1bD2r8O0]; 16th @UUID[Compendium.pf2e.feats-srd.w2v5LZmpJy0MBxo5]{Improved Twin Riposte}, @UUID[Compendium.pf2e.feats-srd.1SvBUzVH5tp0lmn5]; 18th @UUID[Compendium.pf2e.feats-srd.xjLbabfyQzBNT4y1]{Twinned Defense}</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.YhnCjiHNlS3nCeoC] Feat 2</h2>\n<p>You're exceptional in your use of two weapons. You gain the Double Slice fighter feat. This serves as Double Slice for the purpose of meeting prerequisites.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Dual-Weapon Warrior archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.zfTmb78yGZzNpgU3] Feat 4</h2>\n<p><strong>Prerequisites</strong> Dual-Weapon Warrior Dedication</p>\n<hr />\n<p>You know how to throw two weapons as easily as strike with them. Whenever a dual-weapon warrior feat allows you to make a melee Strike, you can instead make a ranged Strike with a thrown weapon or a one-handed ranged weapon you are wielding. Any effects from these feats that apply to one-handed melee weapons or melee Strikes also apply to one-handed ranged weapons and ranged Strikes.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.sjChYEuEWPqndCSK] Feat 4</h2>\n<p><strong>Prerequisites</strong> Dual-Weapon Warrior Dedication</p>\n<p><strong>Requirements</strong> You are 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>\n<h2>@UUID[Compendium.pf2e.feats-srd.F6VlPyZZpqV6d2CS] Feat 8</h2>\n<p><strong>Prerequisites</strong> Dual-Weapon Warrior Dedication</p>\n<p><strong>Requirements</strong> Your last action was a Double Slice, and both attacks hit the target.</p>\n<hr />\n<p>When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes [[/r 1d8[bleed]]] per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum 4d8 for a major striking weapon). The target becomes flat-footed, and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.04Smj4ZsEBD8WIXv] Feat 10</h2>\n<p><strong>Prerequisites</strong> Dual-Weapon Warrior Dedication</p>\n<p><strong>Requirements</strong> You are wielding two one-handed melee weapons, each in a different hand.</p>\n<hr />\n<p>You attack as you dash among foes. Stride up to your Speed. At any point during this movement, you can Strike once with each of the two required weapons. These Strikes can be against the same or different targets, as you see fit.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.EVNd9hZs49b1pScR] Feat 14</h2>\n<p><strong>Prerequisites</strong> Dual-Weapon Dedication</p>\n<hr />\n<p>When you lash out with both weapons, you leave no room for the target to escape your attack. When you use Double Slice, if you miss with both Strikes, choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"BwPUY2X7TSmlJj5c","image":{},"name":"Duelist","sort":5400000,"src":null,"system":{},"text":{"content":"<p>Across the world, students in martial academies practice with their blades to master one-on-one combat. The libraries of such schools hold deep troves of information detailing hundreds of combat techniques, battle stances, and honorable rules of engagement. Those who gain admission to such schools might train in formalized duels-and that's certainly the more genteel route to take. However, others assert that there's no better place to try out dueling techniques than in the life-and-death struggles common to an adventurer's life.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.n7nQQR940OvFbw7T]{Dueling Parry}; 8th @UUID[Compendium.pf2e.feats-srd.1p5ErCp33nGOzEsk]; 10th @UUID[Compendium.pf2e.feats-srd.mf2cdCRV8uowOMOm]; 12th @UUID[Compendium.pf2e.feats-srd.4VbfFPuFpbGLMMKF]; 14th @UUID[Compendium.pf2e.feats-srd.FYz5eQeTox9IDkSd]{Dueling Dance}, @UUID[Compendium.pf2e.feats-srd.mgs7vxq6d3hQoswa]; 16th @UUID[Compendium.pf2e.feats-srd.1DaSVLJEdJWYOWek]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.r72qcTupGzyRDiGe] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in light armor and simple weapons</p>\n<hr />\n<p>You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the duelist archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5op3m0gwZjL4udit] Feat 4</h2>\n<p><strong>Prerequisites</strong> Duelist Dedication</p>\n<hr />\n<p>Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike's damage equal to the number of damage dice your weapon deals.</p>\n<p>If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.zytTsipimVTmPc5U] Feat 8</h2>\n<p><strong>Prerequisites</strong> Dueling Parry, Duelist Dedication</p>\n<hr />\n<p>You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a Strike against an ally adjacent to you, not just against yourself.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.gHHnMCBi1gvG5wTL] Feat 12</h2>\n<p><strong>Prerequisites</strong> Duelist Dedication</p>\n<hr />\n<p>You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out Duelist Dedication or Student of the Dueling Arts in this way.</p>\n<p>In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"5RH1CkZQHYpsOium","image":{},"name":"Edgewatch Detective","sort":5600000,"src":null,"system":{},"text":{"content":"<p>You're a specially trained detective for the Edgewatch guard precinct in Absalom.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.6b8DiNx4c1zPZ7RP] Feat 2</h2>\n<p><strong>Prerequisites</strong> Intelligence 14 or Wisdom 14</p>\n<hr />\n<p>You become trained in Society or Thievery; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You can use Perception instead of Survival to Track, and you gain the Experienced Tracker skill feat.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Edgewatch Detective archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.iyXw5PnevT2jT8kU] Feat 4</h2>\n<p><strong>Prerequisites</strong> Edgewatch Detective Dedication</p>\n<hr />\n<p>You read the body language of an intelligent creature within 30 feet and pick up on subtle cues to detect its general propensity for good or evil and law or chaos. The GM rolls a secret Perception check, comparing the result against the target's Deception DC.</p>\n<hr />\n<p><strong>Critical Success</strong> You ascertain the target's alignment.</p>\n<p><strong>Success</strong> You ascertain the target's alignment, but only along one axis (your choice of either the good-evil axis or the lawful-chaotic axis).</p>\n<p><strong>Failure</strong> You do not learn the target's alignment.</p>\n<p><strong>Critical Failure</strong> You incorrectly ascertain the target's alignment, misidentifying their alignment along either one axis or both (GM's choice).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.z8bozNJvUjBoKLPA] Feat 6</h2>\n<p><strong>Prerequisites</strong> Edgewatch Detective Dedication</p>\n<hr />\n<p>You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the concentrate trait) to determine if any magical auras are present in the area. This has the effects of a 1st-level <em>detect magic</em> spell but isn't magical. By straining, you can also discover the source of the magic and its school (with the effect of a 4th-level <em>detect magic</em> spell), but doing so prevents you from using this ability again until you've rested for 8 hours.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.cBYTVYqw1EFVEuzs] Feat 6</h2>\n<p><strong>Prerequisites</strong> Edgewatch Detective Dedication</p>\n<p><strong>Frequency</strong> Three times per day</p>\n<hr />\n<p>You focus your attention on a single creature within 30 feet. That creature must attempt a Will save against your Perception DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a -2 penalty to Deception checks. On a critical failure, the penalty to Deception checks is -4. This effect lasts for 10 minutes as long as you are within 30 feet of the target and the target is aware that you are using the ability against it. If you begin a new interrogation, this effect ends for any previous target. After your interrogation ends, the target is immune to this ability for 24 hours.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"6A9zBmTyt8cn6ioa","image":{},"name":"Eldritch Archer","sort":5800000,"src":null,"system":{},"text":{"content":"<p>While many archers see their craft as an art form as much as a means of battle, a small number of archers seek to perfect their skills through magic, and you are among their number. Bolstering your athletic and martial abilities with mystical talents, you achieve rare heights with the bow or crossbow-transforming arrows or bolts into eldritch ammunition, sending arrows zig-zagging nearly unerringly to their target, and manifesting arrows that can deliver spells or even instant death.</p>\n<p>While having some spellcasting ability increases your potential flexibility and power as an eldritch archer, you might learn the secrets of these arts without being independently skilled in spellcasting, instead learning the magic of the bow for its own sake.</p>\n<p><strong>Additional Feats</strong> 20th @UUID[Compendium.pf2e.feats-srd.WVm2dxPOI4tK2wsJ]</p>\n<p><strong>ELVEN ARROWS</strong></p>\n<p>The ability to infuse eldritch energy into bow shots is often seen as a kind of elven magic. While it may be true that elves first developed eldritch archery as a martial art, and many eldritch archers are elves and half-elves, other peoples have learned and developed their own forms of eldritch archery.</p>\n<p>Some whisper that remote regions to the south have their own dedications that rely on elemental archery, while the strange and shadowy hunters of the Uskwood use a form that relies on tenebrous shadow magic. Disturbing rumors circulate claiming that devils have developed a diabolical form of magical archery that can trap the soul and bind it to Hell, albeit for a short time. Like any form of magic, the discipline of eldritch archery will continue to develop among its practitioners across the multiverse.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.oyLkqhDGwGGj40ME] Feat 2</h2>\n<p><strong>Prerequisites</strong> expert in at least one type of bow</p>\n<hr />\n<p>You blend magic with your archery, leading to powerful results.</p>\n<p>If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.</p>\n<p>If you already cast spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. You also gain Eldritch Shot.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the eldritch archer archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5MG4dBTsFZVbHcX7] Feat 8</h2>\n<p><strong>Prerequisites</strong> Eldritch Archer Dedication</p>\n<hr />\n<p>You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.m8iP2OCzit9WUrMD] Feat 8</h2>\n<p><strong>Prerequisites</strong> Eldritch Archer Dedication</p>\n<hr />\n<p>With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your bow has a greater striking rune, or to 4d6 if your bow has a major striking rune.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vUFvcrvszXlHvz2Y] Feat 8</h2>\n<p><strong>Prerequisites</strong> Eldritch Archer Dedication</p>\n<p><strong>Frequency</strong> once per round</p>\n<hr />\n<p>You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books.</p>\n<p>When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using-for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.</p>\n<p><strong>Special</strong> You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.MlxfNv98LZKfYl64] Feat 8</h2>\n<p><strong>Prerequisites</strong> Eldritch Archer Dedication</p>\n<hr />\n<p>You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.eoEYZJNdmvA5GfyK] Feat 12</h2>\n<p><strong>Prerequisites</strong> Basic Eldritch Archer Spellcasting</p>\n<hr />\n<p>You gain the expert spellcasting benefits.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.roItUHUbBqhHfwJr] Feat 14</h2>\n<p><strong>Prerequisites</strong> Eldritch Archer Dedication</p>\n<hr />\n<p>Your shots zip around corners and fly at impossible angles to reach your target. Make a bow Strike against a foe you can see; the ammunition travels to your target, even around corners. You ignore the target's concealed condition and all cover.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.LRSTjjBNNlD0XZX8] Feat 16</h2>\n<p><strong>Prerequisites</strong> Eldritch Archer Dedication</p>\n<p><strong>Frequency</strong> Once per day</p>\n<hr />\n<p>You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow Strike against a foe who is observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.6iOLxitjqHujH1Tj] Feat 18</h2>\n<p><strong>Prerequisites</strong> Eldritch Archer Dedication</p>\n<p><strong>Frequency</strong> Once per day</p>\n<hr />\n<p>You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow Strike. On a hit, you deal an additional 10d10 precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the death and incapacitation traits.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.6kz7FPdxDrsPiNti] Feat 18</h2>\n<p><strong>Prerequisites</strong> Expert Eldritch Archer Spellcasting</p>\n<hr />\n<p>You gain the master spellcasting benefits.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"JBPXisA4IdXI9gVn","image":{},"name":"Eldritch Researcher","sort":6000000,"src":null,"system":{},"text":{"content":"<p>An eager student of occult lore, you enjoy reading rare or forgotten tomes with ancient rituals and hidden secrets. You connect disparate facts to unlock deeper mysteries and uncover the truths of the universe, and you zealously hoard the knowledge your painstaking research produces. Aberrations fascinate you for many reasons, not the least of which is because their anatomy is wholly alien and yet, to the insightful, eminently sensible.</p>\n<p>You've been particularly enlightened by the accumulated lore in <em>Thresholds of Truth</em>, and you know Zarmavdian was a kindred soul in occult research. With this book in hand, you feel like you stand at the doorway to unprecedented occult discoveries. You scoff at those fools who claim you meddle in things mortals aren't meant to know-for isn't it the duty of the enlightened to gather the universe's deepest truths?</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.lslR2UfP3ze7TFYu] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Arcana and Occultism</p>\n<hr />\n<p>You gain the ability to cast a single arcane or occult cantrip of your choice (which is heightened to a spell level equal to half your level rounded up). If you weren't already, you become trained in that traditions spell DCs and spell attack rolls with Intelligence as your spellcasting ability.</p>\n<p>Regardless of whether you choose an arcane or occult cantrip, you also become an expert in your choice of either Arcana or Occultism. You also gain a +1 circumstance bonus to checks you attempt with the chosen skill when Investigating or Identifying Magic.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the eldirtch researcher archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vVqOBzWTpWirPbrK] Feat 4</h2>\n<p><strong>Prerequisites</strong> Eldritch Researcher Dedication</p>\n<hr />\n<p>Your devotion to discovering and hoarding abstruse truths borders on the fanatical, and you can bring this devotion to bear. You gain the cleric's Domain Initiate feat but must select knowledge, secrecy, or truth as your domain. You cast that domain's domain spell as a focus spell of the same tradition as your cantrip from Eldritch Researcher Dedication, and you Refocus by contemplating abstruse mysteries rather than praying to a god. When an ability would manifest a divine symbol-such as the word of truth focus spell-it instead manifests as a strange shape unique to you that seems to defy geometry.</p>\n<p><strong>Special</strong> You can take this feat up to three times, selecting a different domain each time.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.WPHq7MWHlGWpTnme] Feat 4</h2>\n<p><strong>Prerequisites</strong> Eldritch Researcher Dedication</p>\n<hr />\n<p>You have such familiarity with obscure texts that you can compel them to reveal their secrets. Once per day, you can touch a single text (such as a tome, a wall of hieroglyphics, or something similar) and understand its meaning for 1 hour. If the text is in multiple languages, you gain the ability to understand them all for only the purposes of reading the text. If the text is in a code or cypher, you don't automatically understand the text, but you gain a +2 circumstance bonus to checks to decipher it.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.rFlBoYGI5OmfMvaO] Feat 6</h2>\n<p><strong>Prerequisites</strong> Eldritch Researcher Dedication</p>\n<hr />\n<p>Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their physical attacks and reduce the damage you take from them. You gain resistance to physical damage from melee attacks made by aberrations and oozes. This resistance is equal to one-third your level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.oSi9mUtYWYekxX0B] Feat 8</h2>\n<p><strong>Prerequisites</strong> Eldritch Researcher Dedication</p>\n<hr />\n<p>Your readings on rituals make you a skilled participant. You gain a +2 circumstance bonus to primary and secondary checks you attempt as part of casting a ritual.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.cdeVm8fTDzrP71Sw] Feat 8</h2>\n<p><strong>Prerequisites</strong> Eldritch Researcher Dedication</p>\n<p>You know that fate sometimes conspires to keep dangerous knowledge or items from the eyes of those most able to understand them. You deny fate the ability to conceal truths from you. You can cast locate as an innate occult spell once per day. When you reach 14th level, this spell is heightened to 5th level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.EBqnbiuVL0ULFJWX] Feat 10</h2>\n<p><strong>Prerequisites</strong> Eldritch Researcher Dedication</p>\n<p>Your knowledge of abstruse topics is unparalleled. When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UZDiqc5bBJzOTxUQ] Feat 12</h2>\n<p><strong>Prerequisites</strong> Eldritch Researcher Dedication, Seeker of Truths</p>\n<p>You have unlocked deeper secrets to uncovering and hoarding lore. You gain an advanced domain spell from one domain you selected with Seeker of Truths. Increase the number of Focus Points in your focus pool by 1.</p>\n<p><strong>Special</strong> You can take this feat up to three times, each time selecting a different advanced domain spell from a domain you selected with Seeker of Truths.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.JgidFws6bOoGQcti] Feat 12</h2>\n<p><strong>Prerequisites</strong> Eldritch Researcher Dedication</p>\n<p>You have unlocked abstruse methods to tangle with reality itself, altering the fate of a single individual. Once per day as an occult innate spell, you can cast daydreamer's curse , outcast's curse, or savant's curse. At the GM's discretion, you can substitute or add additional occult curse spells of 4th level or lower to this list. You can choose a different spell from the list each time you use this ability. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8nCxI2SZ64UmMuRZ] Feat 14</h2>\n<p><strong>Prerequisites</strong> Eldritch Researcher Dedication</p>\n<p>You can call in aberrations to fight for you or to answer questions. You can cast summon entity as an innate occult spell once per day. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert.</p>\n<p>As soon as the aberration arrives, instead of giving it any other commands, you can demand that it help you with a single question you pose to it. For the creature to effectively answer, you must Sustain the Spell for 1 minute, and you must understand and be understood by the aberration. If you do, the aberration gives you a cryptic clue as provided by the read omens spell, except that the clue is even more enigmatic than normal; the creature then immediately returns from whence it came without providing you any other benefit. At 16th level and every 2 levels thereafter, the summon entity spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.2l15VfVHMw3ttgJ3] <span class=\"pf2-icon\">1</span> Feat 14</h2>\n<p><strong>Prerequisites</strong> Eldritch Researcher Dedication</p>\n<p>You can sift through knowledge locked within your mind at an incredible pace. You instantly use up to 5 Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can't use them for these actions.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"oMIA3aFKvpuV9f2H","image":{},"name":"Elementalist (Class Archetype)","sort":6200000,"src":null,"system":{},"text":{"content":"<p>You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.bcxIg7wi8ZAhvhOD]; 6th @UUID[Compendium.pf2e.feats-srd.N7dTFxpjXGn4ddq8]; 8th @UUID[Compendium.pf2e.feats-srd.ajesR7y0jWzqjAgc], @UUID[Compendium.pf2e.feats-srd.6gLWr3xghsHSFwxc]</p><h2>@UUID[Compendium.pf2e.feats-srd.tx9pkrpmtqe4FnvS] Feat 2</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.classfeatures.pUkUC8HHom2DmYzz]</p><hr /><p>Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water.</p><p>You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait.</p><p>This attunement lasts until you next make your daily preparations.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the elementalist archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.nroOy0PBeEUGdUXD] Feat 4</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.tx9pkrpmtqe4FnvS]</p><hr /><p>You enhance your spell with elemental water, soaking the target.</p><p>If the next action you use is to Cast a Spell targeting a single creature, you soak the target of the spell with water. If the target has @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Acid or Fire Damage}, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately.</p><p>The spell gains the water trait (causing it to deal extra damage to creatures with weakness to water).</p><h2>@UUID[Compendium.pf2e.feats-srd.KZJJ0WxcRd4RZKJR] Feat 4</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.tx9pkrpmtqe4FnvS], @UUID[Compendium.pf2e.feats-srd.bcxIg7wi8ZAhvhOD]</p><hr /><p>Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water. Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars.</p><p>Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching elemental trait. You can't select more than one elemental familiar ability at a time.</p><ul><li><strong>Air</strong> If your familiar stays completely still for 1 round, it becomes @UUID[Compendium.pf2e.conditionitems.zJxUflt9np0q4yML] until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect.</li><li><strong>Earth</strong> Your familiar gains resistance to physical damage (except adamantine) equal to half your level.</li><li><strong>Fire</strong> Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures that remain within a @Template[type:emanation|distance:15] don't take damage from severe environmental cold.</li><li><strong>Water</strong> Your familiar can move through a gap at least 2 inches wide without @UUID[Compendium.pf2e.actionspf2e.kMcV8e5EZUxa6evt]{Squeezing} and can Squeeze through a gap at least 1 inch wide.</li></ul><h2>@UUID[Compendium.pf2e.feats-srd.bVng7Mkrj4UnQzLo] Feat 6</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.tx9pkrpmtqe4FnvS]</p><hr /><p>You enhance your spell with elemental fire, causing it to set the target on fire.</p><p>If the next action you use is to Cast a non-cantrip Spell that deals damage at a single target, the spell deals additional @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Fire Damage} equal to the spell level, in addition to its other effects. This has no effect if the spell already deals persistent fire damage.</p><p>The spell gains the fire trait.</p><h2>@UUID[Compendium.pf2e.feats-srd.URtcR1BU2OgfKHfm] Feat 8</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.tx9pkrpmtqe4FnvS]</p><hr /><p><strong>Trigger</strong> You take damage from a foe's spell or magical ability with the air, earth, fire, or water trait.</p><hr /><p>You rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the @UUID[Compendium.pf2e.conditionitems.nlCjDvLMf2EkV2dl] condition until the end of your next turn. You can use the extra action only to Step or Stride.</p><h2>@UUID[Compendium.pf2e.feats-srd.U9SrWgLJ8JoAKIy0] Feat 10</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.tx9pkrpmtqe4FnvS]</p><hr /><p>You enhance your spell with elemental earth, causing chunks of stone to litter the ground.</p><p>If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous.</p><p>The spell gains the earth trait.</p><h2>@UUID[Compendium.pf2e.feats-srd.AmV13b9ncALtWJFt] Feat 12</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.tx9pkrpmtqe4FnvS]</p><hr /><p><strong>Trigger</strong> The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails.</p><hr /><p>You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target.</p><h2>@UUID[Compendium.pf2e.feats-srd.TdA3oVj79KxOm2Kd] Feat 14</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.tx9pkrpmtqe4FnvS]</p><hr /><p>You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover.</p><p>If the next action you use is to Cast a Spell that requires a spell attack roll, you ignore the target's @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] condition and any cover they have from you.</p><p>The spell gains the air trait.</p><hr /><h1>Elementalist Spells</h1><h2>Elemental Cantrips</h2><p><em>@UUID[Compendium.pf2e.spells-srd.kl2q6JvBZwed4B6v]</em>: Create four floating lights you can move.</p><p><em>@UUID[Compendium.pf2e.spells-srd.gpzpAAAJ1Lza2JVl]</em>: Sense whether magic is nearby.</p><p><em>@UUID[Compendium.pf2e.spells-srd.dDiOnjcsBFbAvP6t]</em>: Damage and push adjacent creatures with air.</p><p><em>@UUID[Compendium.pf2e.spells-srd.m5QS8q5M6K0euKcT]</em>: Transform mud into a healing plaster to treat wounds without healer's tools.</p><p><em>@UUID[Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4]</em>: Make an object glow.</p><p><em>@UUID[Compendium.pf2e.spells-srd.pwzdSlJgYqN7bs2w]</em>: Command a floating hand to move an object.</p><p><em>@UUID[Compendium.pf2e.spells-srd.vLzFcIaSXs7YTIqJ]</em>: Speak a message to a distant creature, who can reply.</p><p><em>@UUID[Compendium.pf2e.spells-srd.Qw3fnUlaUbnn7ipC]</em>: Perform a minor magical trick.</p><p><em>@UUID[Compendium.pf2e.spells-srd.O9w7r4BKgPogYDDe]</em>: Kindle small flames to attack close or at range.</p><p><em>@UUID[Compendium.pf2e.spells-srd.OhD2Z6rIGGD5ocZA]</em>: Detect if an object is magical, and determine the school of its magic.</p><p><em>@UUID[Compendium.pf2e.spells-srd.zA0jNIBRgLsyTpbm]</em>: Evoke rocks to deal bludgeoning damage and make rocky difficult terrain.</p><p><em>@UUID[Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR]</em>: A shield of magical force blocks attacks and magic missiles.</p><p><em>@UUID[Compendium.pf2e.spells-srd.AUctDF2fqPZN2w4W]</em>: Leave a magical mark.</p><p><em>@UUID[Compendium.pf2e.spells-srd.eSL5hVT9gXrnRLtd]</em>: Water blast batters creatures and is larger if cast in a body of water.</p><h2>Elemental 1st-level Spells</h2><p><em>@UUID[Compendium.pf2e.spells-srd.W69zswpj0Trdy5rj]</em>: React to create air for a creature to breathe.</p><p><em>@UUID[Compendium.pf2e.spells-srd.PGVhjDbzC4lf6aXF]</em>: Make a trail behind a creature.</p><p><em>@UUID[Compendium.pf2e.spells-srd.y6rAdMK6EFlV6U0t]</em>: A small cone of flame rushes from your hands.</p><p><em>@UUID[Compendium.pf2e.spells-srd.WzLKjSw6hsBhuklC]</em>: Conjure 2 gallons of water.</p><p><em>@UUID[Compendium.pf2e.spells-srd.TTwOKGqmZeKSyNMH]</em>: React to slow a creature's fall.</p><p><em>@UUID[Compendium.pf2e.spells-srd.g8QqHpv2CWDwmIm1]</em>: Wind blows out fires and knocks back objects and creatures.</p><p><em>@UUID[Compendium.pf2e.spells-srd.jfVCuOpzC6mUrf6f]</em>: Damage and push a creature with a blast of water.</p><p><em>@UUID[Compendium.pf2e.spells-srd.aAbfKn8maGjJjk2W]</em>: Ward yourself with magical armor.</p><p><em>@UUID[Compendium.pf2e.spells-srd.9u6X9ykhzG11NK1n]</em>: Make ordinary stones into magical sling bullets that are especially dangerous to undead.</p><p><em>@UUID[Compendium.pf2e.spells-srd.TFitdEOpQC4SzKQQ]</em>: Make a weapon temporarily magical.</p><p><em>@UUID[Compendium.pf2e.spells-srd.dINQzhqGmIsqGMUY]</em>: Repair one non-magical item.</p><p><em>@UUID[Compendium.pf2e.spells-srd.yAiSNmz39qXOIlco]</em>: Conjure mud to slow movement.</p><p><em>@UUID[Compendium.pf2e.spells-srd.F1nlmqOIucch3Cmt]</em>: Hide a familiar or animal companion in a pocket dimension.</p><p><em>@UUID[Compendium.pf2e.spells-srd.Rn2LkoSq1XhLsODV]</em>: Hurl a cone of rocks to batter creatures.</p><p><em>@UUID[Compendium.pf2e.spells-srd.0uRpypf1Hi7ahvTl]</em>: Make a protective gem orbit a target. The gem shatters against an attacker if destroyed.</p><p><em>@UUID[Compendium.pf2e.spells-srd.dgCH2E0gMLMUgyFl]</em>: Knock creatures down with a shockwave through the earth.</p><p><em>@UUID[Compendium.pf2e.spells-srd.W6QlRwQLPoBSw6PZ]</em>: Throw a snowball to chill and hinder a creature.</p><p><em>@UUID[Compendium.pf2e.spells-srd.yV7Ouzaoe7DHLESI]</em>: Throw your voice.</p><h2>Elemental 2nd-level Spells</h2><p><em>@UUID[Compendium.pf2e.spells-srd.23cv1p49NFd0Onng]</em>: Summon a cloud of hot ash and smoke.</p><p><em>@UUID[Compendium.pf2e.spells-srd.hoR6w8BqX2F35Tdx]</em>: Light a creature on fire with the sheer viciousness of your words.</p><p><em>@UUID[Compendium.pf2e.spells-srd.ynm8JIU3sc3qUMpa]</em>: A magical flame burns indefinitely.</p><p><em>@UUID[Compendium.pf2e.spells-srd.pZTqGY1MLRjgKasV]</em>: See in the dark.</p><p><em>@UUID[Compendium.pf2e.spells-srd.9HpwDN4MYQJnW0LG]</em>: End a spell or suppress an item's magic.</p><p><em>@UUID[Compendium.pf2e.spells-srd.kMffb6SvhCBMMI4k]</em>: Make one element more damaging within a zone.</p><p><em>@UUID[Compendium.pf2e.spells-srd.5esP2GVzvxWsMgaX]</em>: Protect a creature from severe cold or heat.</p><p><em>@UUID[Compendium.pf2e.spells-srd.aXoh6OQAL57lgh0a]</em>: Dig up loose soil, sand, and gravel.</p><p><em>@UUID[Compendium.pf2e.spells-srd.HRb2doyaLtaoCfi3]</em>: Colorful light prevents creatures from being concealed or invisible.</p><p><em>@UUID[Compendium.pf2e.spells-srd.x0rWq0wS06dns4G2]</em>: Channel energy to blow up your minion.</p><p><em>@UUID[Compendium.pf2e.spells-srd.3q9tBMWsWQKlXPPJ]</em>: Fire wisps damage those you strike, and more grow if you cast fire spells.</p><p><em>@UUID[Compendium.pf2e.spells-srd.2ZdHjnpEQJuqOYSG]</em>: A ball of fire rolls about at your command.</p><p><em>@UUID[Compendium.pf2e.spells-srd.xRgU9rrhmGAgG4Rc]</em>: A corpse doesn't decay and can't become undead.</p><p><em>@UUID[Compendium.pf2e.spells-srd.v4KzRPol5XQOOmk0]</em>: Make metal red hot.</p><p><em>@UUID[Compendium.pf2e.spells-srd.3GXU3ugrwLv0P7AH]</em>: Throw exploding fireworks.</p><p><em>@UUID[Compendium.pf2e.spells-srd.9XHmC2JgTUIQ1CCm]</em>: Conceal creatures in a cloud of mist.</p><p><em>@UUID[Compendium.pf2e.spells-srd.02J0rDTk37KN2sjt]</em>: Put out fires and hurt fire creatures.</p><p><em>@UUID[Compendium.pf2e.spells-srd.Fr58LDSrbndgld9n]</em>: Protect a creature from one type of energy damage.</p><p><em>@UUID[Compendium.pf2e.spells-srd.ZxHC7V7HtjUsB8zH]</em>: Fire one to three rays of heat and flame at different foes.</p><p><em>@UUID[Compendium.pf2e.spells-srd.lpT6LotUaQPfinjj]</em>: Conjure an elemental to fight on your behalf.</p><p><em>@UUID[Compendium.pf2e.spells-srd.MZGkMsPBztFN0pUO]</em>: Allow creatures to breathe underwater.</p><p><em>@UUID[Compendium.pf2e.spells-srd.Seaah9amXg70RKw2]</em>: Buoy a creature so it can walk on water.</p><h2>Elemental 3rd-level Spells</h2><p><em>@UUID[Compendium.pf2e.spells-srd.oUDNCArkQTdhllxD]</em>: Roll a ball of water to put out fires and engulf creatures.</p><p><em>@UUID[Compendium.pf2e.spells-srd.KEkPxx7Sm6Xf4W3s]</em>: Fly up then dive in an explosion of superheated air.</p><p><em>@UUID[Compendium.pf2e.spells-srd.T4QKmtYPeCgYxVGe]</em>: Smash a cone of water against foes.</p><p><em>@UUID[Compendium.pf2e.spells-srd.10siFBMF4pIDhVmf]</em>: Curse a creature with unquenchable thirst.</p><p><em>@UUID[Compendium.pf2e.spells-srd.gPvtmKMRpg9I9D7H]</em>: Bring a flying creature to the ground.</p><p><em>@UUID[Compendium.pf2e.spells-srd.9TauMFkIsmvKJNzZ]</em>: Resist elemental effects and then release the energy against a foe.</p><p><em>@UUID[Compendium.pf2e.spells-srd.NyxQAazFBdBAqZGX]</em>: Draw in elemental energy to unleash a cone of burning destruction.</p><p><em>@UUID[Compendium.pf2e.spells-srd.RvBlSIJmxiqfCpR9]</em>: Turn a creature's feet into fins, enabling it swim but slowing it on land.</p><p><em>@UUID[Compendium.pf2e.spells-srd.sxQZ6yqTn0czJxVd]</em>: An explosion of fire in an area burns creatures.</p><p><em>@UUID[Compendium.pf2e.spells-srd.o0l57UfBm9ScEUMW]</em>: Store a spell in a symbol to make a trap.</p><p><em>@UUID[Compendium.pf2e.spells-srd.fI20AVwOzJMHXRdo]</em>: Float an object or creature a few feet off the ground.</p><p><em>@UUID[Compendium.pf2e.spells-srd.vh1RpbWfqdNC4L3P]</em>: Merge into a block of stone.</p><p><em>@UUID[Compendium.pf2e.spells-srd.IFuEzfmmWyNwVbhY]</em>: Make an area safe to move through.</p><p><em>@UUID[Compendium.pf2e.spells-srd.DyiD239dNS7RIxZE]</em>: A ray of burning light deals extra damage to undead and counteracts darkness.</p><p><em>@UUID[Compendium.pf2e.spells-srd.HcIAQZjNXHemoXSU]</em>: Cause sand or earth to become unstable and possibly immobilize and move creatures atop it.</p><p><em>@UUID[Compendium.pf2e.spells-srd.LNOwaJAkCfsgTKgV]</em>: Create a wall of water, forcing foes to swim through.</p><p><em>@UUID[Compendium.pf2e.spells-srd.it4ZsAi6XgvGcodc]</em>: Create a wall of gusting winds that hinders movement and ranged attacks.</p><h2>Elemental 4th-level Spells</h2><p><em>@UUID[Compendium.pf2e.spells-srd.b5sGjGlBf58f8jn0]</em>: Walk on air as though it were solid ground.</p><p><em>@UUID[Compendium.pf2e.spells-srd.e36Z2t6tLdW3RUzZ]</em>: Infuse an ally with one of the four elements.</p><p><em>@UUID[Compendium.pf2e.spells-srd.YrzBLPLd3r9m6t1p]</em>: Flames protect you from cold and harm those that touch you.</p><p><em>@UUID[Compendium.pf2e.spells-srd.A2JfEKe6BZcTG1S8]</em>: Cause the target creature to gain a fly Speed.</p><p><em>@UUID[Compendium.pf2e.spells-srd.V8wXOsoejQhe6CyG]</em>: Turn a willing creature into a flying cloud.</p><p><em>@UUID[Compendium.pf2e.spells-srd.DZ9bzXYqMjAK9TzC]</em>: Turn a vial of holy water into an explosion of blessed water.</p><p><em>@UUID[Compendium.pf2e.spells-srd.Y3G6Y6EDgCY0s3fq]</em>: Force creatures back with a damaging line of water.</p><p><em>@UUID[Compendium.pf2e.spells-srd.D31YX7zvRBvenTAz]</em>: A storm of razor-sharp petals slash creatures in the area.</p><p><em>@UUID[Compendium.pf2e.spells-srd.McnPlLFvKtQVXNcG]</em>: Reshape a cube of stone.</p><p><em>@UUID[Compendium.pf2e.spells-srd.piMJO6aYeDJbrhEo]</em>: Conjure heavy fog that obscures sight and is hard to move through.</p><p><em>@UUID[Compendium.pf2e.spells-srd.fH08MI4KP0KH2EQ9]</em>: Create a rejuvenating hot spring that heals the wounded and tired.</p><p><em>@UUID[Compendium.pf2e.spells-srd.tgIhRUFtgDSELpJE]</em>: Name a spell to negate its effects on you.</p><p><em>@UUID[Compendium.pf2e.spells-srd.3xD8DYrr8YDVYGg7]</em>: Grow sharp spikes out of the ground.</p><p><em>@UUID[Compendium.pf2e.spells-srd.2BV2yYPfVJ5zirZt]</em>: Harden a creature's skin into durable stone.</p><p><em>@UUID[Compendium.pf2e.spells-srd.IarZrgCeaiUqOuRu]</em>: Create a blazing wall that burns creatures that pass through.</p><h2>Elemental 5th-level Spells</h2><p><em>@UUID[Compendium.pf2e.spells-srd.bay4AfSu2iIozNNW]</em>: Send a creature back to its home plane.</p><p><em>@UUID[Compendium.pf2e.spells-srd.OYOCWWefZPEfp8Nl]</em>: Rip a crack of magma in the earth.</p><p><em>@UUID[Compendium.pf2e.spells-srd.zfn5RqAdF63neqpP]</em>: Raise or lower the water in a large area.</p><p><em>@UUID[Compendium.pf2e.spells-srd.1K6AYGisvo9gqdhs]</em>: Turn into an elemental.</p><p><em>@UUID[Compendium.pf2e.spells-srd.E3X2RbzWHCdz7gsk]</em>: Call divine fire from the sky.</p><p><em>@UUID[Compendium.pf2e.spells-srd.6AqH5SGchbdhOJxA]</em>: Conjure poisonous fumes that can explode in flame.</p><p><em>@UUID[Compendium.pf2e.spells-srd.zCLyETFoPqCQXLVy]</em>: Flow on a wave and attack on the way.</p><p><em>@UUID[Compendium.pf2e.spells-srd.i88Vi47PDDoP6gQv]</em>: Blast foes upward with superheated water, causing them to fall and leaving concealing fog.</p><p><em>@UUID[Compendium.pf2e.spells-srd.CcXtbTxtdV9MKQfu]</em>: Morph your body with ice, which you can change during the spell.</p><p><em>@UUID[Compendium.pf2e.spells-srd.j2kfNBFpLa0JjVr8]</em>: Morph yourself with fire, which you can change during the spell.</p><p><em>@UUID[Compendium.pf2e.spells-srd.z2mfh3oPnfYqXflY]</em>: Infect a creature with the curse of the rolling sea.</p><p><em>@UUID[Compendium.pf2e.spells-srd.115Xp9E38CJENhNS]</em>: Form an earthen tunnel through a wall.</p><p><em>@UUID[Compendium.pf2e.spells-srd.e9UJoVYUd5kJWUpi]</em>: Conjure a giant to fight on your behalf.</p><p><em>@UUID[Compendium.pf2e.spells-srd.YWuyjhWbdoTiA1pw]</em>: Quickly scribe a short-lived glyph to blast foes.</p><p><em>@UUID[Compendium.pf2e.spells-srd.LzfrBDxxPTiuN7uL]{Transmute Rock and Mud}</em>: Turn an area of rock into mud or vice versa.</p><p><em>@UUID[Compendium.pf2e.spells-srd.R5FHRv7VqyRnxg2t]</em>: Sculpt a foot-thick wall of ice that blocks sight and can chill creatures.</p><p><em>@UUID[Compendium.pf2e.spells-srd.kOa055FIrO9Smnya]</em>: Shape a wall of stone.</p><h2>Elemental 6th-level Spells</h2><p><em>@UUID[Compendium.pf2e.spells-srd.Cpj05laa7ogqGwS3]</em>: Summon a confluence of elementals of all four elements.</p><p><em>@UUID[Compendium.pf2e.spells-srd.kuoYff1csM5eAcAP]</em>: Make four explosive acorns.</p><p><em>@UUID[Compendium.pf2e.spells-srd.Gn5deIoobHpd3SiR]</em>: Invoke a moving tornado of fire and wind.</p><p><em>@UUID[Compendium.pf2e.spells-srd.znv4ECL7ZtuiagtA]</em>: Turn a living creature to a stone statue.</p><p><em>@UUID[Compendium.pf2e.spells-srd.9W2Qv0wXLg6tQg3y]</em>: Reactively protect multiple creatures from harm with a magic barrier.</p><p><em>@UUID[Compendium.pf2e.spells-srd.YIMampGpij4Y30yE]</em>: Speak to spirits within natural stone.</p><p><em>@UUID[Compendium.pf2e.spells-srd.Pr1ruNTbzGn3H9w5]</em>: Turn a creature turned to stone back to flesh.</p><p><em>@UUID[Compendium.pf2e.spells-srd.69L70wKfGDY66Mk9]</em>: Transport you and willing creatures a great distance.</p><p><em>@UUID[Compendium.pf2e.spells-srd.uqlxMQQeSGWEVjki]</em>: See through illusions and transmutations.</p><h2>Elemental 7th-level Spells</h2><p><em>@UUID[Compendium.pf2e.spells-srd.XZE4BawIlTf88Yl9]</em>: Prevent teleportation and planar travel.</p><p><em>@UUID[Compendium.pf2e.spells-srd.m2xFMNyQiUKQDRaj]</em>: A creature gains resistance to acid, cold, electricity, fire, force, and sonic.</p><p><em>@UUID[Compendium.pf2e.spells-srd.XS7Wyh5YC0NWeWyB]</em>: Turn your body into living flame.</p><p><em>@UUID[Compendium.pf2e.spells-srd.vFkz0gVBUT2gGnm1]</em>: Turn into slashing snowflakes and fly in a straight line.</p><p><em>@UUID[Compendium.pf2e.spells-srd.5bTt2CvYHPvaR7QQ]</em>: Transport creatures to another plane of existence.</p><p><em>@UUID[Compendium.pf2e.spells-srd.a3aQxCpoj1q1NQxC]</em>: A globe of sunlight deals fire damage, hurts undead, and overcomes darkness.</p><p><em>@UUID[Compendium.pf2e.spells-srd.bVtkBJvGLP69qVGI]</em>: Let creatures avoid environmental hindrances.</p><p><em>@UUID[Compendium.pf2e.spells-srd.O7ZEqWjwdKyo2CUv]</em>: Cause massive lava sprays that burn creatures and encase them in rock.</p><h2>Elemental 8th-level Spells</h2><p><em>@UUID[Compendium.pf2e.spells-srd.fBoiPXmcIO50OFFR]</em>: Boil a foe's blood.</p><p><em>@UUID[Compendium.pf2e.spells-srd.kWDt0JcKPgX6MvdD]</em>: A tree fascinates enemies and burns people who stay under it.</p><p><em>@UUID[Compendium.pf2e.spells-srd.x7SPrsRxGb2Vy2nu]</em>: Shake the ground with a devastating earthquake.</p><p><em>@UUID[Compendium.pf2e.spells-srd.M0jQlpQYUr0pp2Sv]</em>: Pull moisture from creatures, damaging them.</p><p><em>@UUID[Compendium.pf2e.spells-srd.wi405lBjPcbF1DeR]</em>: A cyclone inhibits flight and traps creatures.</p><p><em>@UUID[Compendium.pf2e.spells-srd.8hKW4mWQyLnkHVta]</em>: Create a moving tornado to damage creatures and raise them into the air.</p><p><em>@UUID[Compendium.pf2e.spells-srd.U0hL0LLaprcnAyzC]</em>: Turn creatures into swift-moving clouds.</p><h2>Elemental 9th-level Spells</h2><p><em>@UUID[Compendium.pf2e.spells-srd.jrBa9deU2ULFWvSl]</em>: Call down four blazing meteors that explode.</p><p><em>@UUID[Compendium.pf2e.spells-srd.r4HLQcYwB62bTayl]</em>: Create a massive, dangerous storm.</p><h2>Elemental 10th-level Spells</h2><p><em>@UUID[Compendium.pf2e.spells-srd.wLIvH0AT1u7oa64N]</em>: Call an instant, damaging cataclysm.</p><p><em>@UUID[Compendium.pf2e.spells-srd.vQMAdnIwnV9prPiG]</em>: Turn into a massive elemental.</p><p><em>@UUID[Compendium.pf2e.spells-srd.U13bC0tNgrlHoeTK]</em>: Tear open a portal to another plane.</p><p><em>@UUID[Compendium.pf2e.spells-srd.UG0SmRYSdbrx2rTA]</em>: Become briefly immune to everything.</p><p><em>@UUID[Compendium.pf2e.spells-srd.KRcccPeNZOZ5Nweh]</em>: React to automatically counteract a spell and take backlash damage.</p><p><em>@UUID[Compendium.pf2e.spells-srd.dMKP4fkWx8V2cqAy]</em>: Recreate a destroyed object.</p><h2>Elementalist Focus Spells</h2><ul><li><em>@UUID[Compendium.pf2e.spells-srd.Z3kJty995FkrsZRb]</em>,</li><li><em>@UUID[Compendium.pf2e.spells-srd.AiWtiVmyasyL42J8]</em>,</li><li><em>@UUID[Compendium.pf2e.spells-srd.v4QHuVOhFD1JMAqu]</em>,</li><li><em>@UUID[Compendium.pf2e.spells-srd.E80SrXuBdZViPGiH]</em>,</li><li><em>@UUID[Compendium.pf2e.spells-srd.zTN6zuruDUKOea6h]</em>,</li><li><em>@UUID[Compendium.pf2e.spells-srd.ECApRjIIxD0JogOa]</em>,</li><li><em>@UUID[Compendium.pf2e.spells-srd.QozxgBbcmktLKdBs]</em>,</li><li><em>@UUID[Compendium.pf2e.spells-srd.jks2h5pMsm8pCi8e]</em></li></ul>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"WvleaXPfigawBvtN","image":{},"name":"Exorcist","sort":6400000,"src":null,"system":{},"text":{"content":"<p>You pacify restless spirits, ghosts, and haunts, capturing fragments of them and using their vengeful energies to fuel your own powers while purifying the spirit. You store these ghosts within a magical vessel called a spirit dwelling. This spirit dwelling might be a treasured family heirloom, an item you crafted expressly to help with exorcisms, or even just an odd trinket you found that happens to do the job.</p>\n<p>While the motivations of exorcists run the gamut, most are compassionate individuals who believe that every ghost, haunt, and spirit is simply a lost soul in need of rest. They collect spirits expressly for the purposes of offering them comfort, guidance, and absolution. After an exorcist's ministrations, these spirits are freed of their burdens, emotion, and regrets and are reabsorbed into the River of Souls. Although exorcists rarely gather in one place, many different religions employ them to deal with spiritual threats.</p>\n<p>Exorcists are most commonly found among the faithful of @UUID[Compendium.pf2e.deities.DJ7LDFTtns6YFodT] the True Spark (the empyreal lord of dancers), but among the major deities of the Inner Sea region, @UUID[Compendium.pf2e.deities.BNycwu3I21dTh4D9], @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI], and even @UUID[Compendium.pf2e.deities.gxwmzxUWBOhdgFSN] count a fair number of exorcists among their faithful. Exorcists can come from any walk of life, but many are redeemer champions, clerics, or monks. Apart from the role of the spirit dwelling, exorcism practices can vary. For example, a bard or rogue might attract spirits with trickery, charm, or empty promises. In contrast, a cleric of Pharasma could take a more severe route, demanding the spirits return to the natural order of things.</p>\n<p><strong>Additional Feats</strong> 8th @UUID[Compendium.pf2e.feats-srd.HB0jvWCdim1p91q1]; 10th @UUID[Compendium.pf2e.feats-srd.y2XeMe1F18lIyo59]; 14th @UUID[Compendium.pf2e.feats-srd.EnpbhZr94ZyZI4hb]; 16th @UUID[Compendium.pf2e.feats-srd.DM9rjXZrmx2MFX7k]</p>\n<section class=\"info\">SPIRIT DWELLINGS AND REMNANTS\n<p>A spirit dwelling can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your spirit dwelling has the trait of the magical tradition used to take Exorcist Dedication and the necromancy trait. Your spirit dwelling is attuned to you, so only you can use it. If your spirit dwelling is lost or stolen, you can turn another object into a new spirit dwelling with a 1-hour ritual; this causes your previous spirit dwelling to revert to a mundane object and any spirits within to harmlessly disperse.</p>\n<p>Your spirit dwelling can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the @UUID[Compendium.pf2e.actionspf2e.LWrR6UiGm3eCAALJ] activity.</p>\n<p><strong>Rejuvenating Spirits</strong>: Though all spirit wisps and most remnants can pass on immediately when purified, if a spirit remnant came from a creature with the rejuvenation special ability (such as most ghosts), a recurring haunt, or another entity who ordinarily doesn't pass on when destroyed, its ties to this world are too strong for it to easily pass on. When a spirit remnant from such an entity is released as part of your daily preparations, instead of joining the River of Souls, it begins re-forming itself in the time and location noted in its rejuvenation ability. However, you learn a clue about the spirit's unfinished business, which may help you put it to rest permanently.</p>\n</section>\n<section class=\"info\">EXORCISTS ACROSS GOLARION\n<p>The well-known exorcists of Pharasma use methods of repeated prayer, holy water, and sacred rituals. Ashavic exorcists often dance under the moonlight to entice lost souls and guide them onward. In Osirion, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Garund and some parts of Qadira, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Matanji orcs in the Mwangi Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Tian Xia, exorcists often use fulus (Secrets of Magic 158) to assist in their practice.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.TUIQBw9miDowhezw] Feat 4</h2>\n<p><strong>Prerequisites</strong> trained in Occultism or Religion</p>\n<hr />\n<p>You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling (page 23). Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits, as explained in the sidebar on page 23. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius.</p>\n<p>As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to Pharasma's Boneyard.</p>\n<p>You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a helpful effect as they depart for the afterlife. Any actions you gain from the exorcist archetype gain either the divine or occult trait, depending on whether you used Occultism or Religion to qualify for Exorcist Dedication. <span style=\"font-family:Signika, sans-serif;font-size:var(--font-size-14)\">@UUID[Compendium.pf2e.actionspf2e.SPtzUNatWJvTK61y] is the simplest of the purifications.</span></p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the exorcist archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.dVzPTpZoGSi5NR6y] Feat 6</h2>\n<p><strong>Prerequisites</strong> Exorcist Dedication</p>\n<hr />\n<p>You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the possession effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your Occultism modifier, Religion modifier, or spell DC - 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.03mVGvudDLyGEpTZ] Feat 6</h2>\n<p><strong>Prerequisites</strong> Exorcist Dedication</p>\n<p><strong>Cost</strong> 1 spirit wisp or spirit remnant from your spirit dwelling</p>\n<p><strong>Requirements</strong> You are holding your spirit dwelling.</p>\n<hr />\n<p>You purify a spirit by absolving it of its sins and regrets. This cathartic experience restores your Hit Points or those of an adjacent ally. If you expend a spirit wisp, the target recovers 1d4 Hit Points per level you have. If you expend a spirit remnant, the target recovers 1d6 Hit Points per level of the incorporeal undead or haunt from which you gained the remnant.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.sIN6t7nCWdI5u1HK] Feat 8</h2>\n<p><strong>Prerequisites</strong> Exorcist Dedication</p>\n<p><strong>Cost</strong> 1 spirit wisp or spirit remnant from your spirit dwelling</p>\n<p><strong>Requirements</strong> You are holding your spirit dwelling.</p>\n<hr />\n<p>You purify a spirit by coaxing it to release its anguish in a final cathartic howl. This deals sonic damage to all creatures in a @Template[type:cone|distance:30], with a basic Will save against your class DC or spell DC, whichever is higher. If you expend a spirit wisp, this deals [[/r 1d4[sonic]]] damage per level you have. If you expend a spirit remnant, this deals [[/r 1d6[sonic]]] damage per level of the incorporeal undead or haunt from which you gained the remnant.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vqHF9U2RkL2NVgMF] Feat 12</h2>\n<p><strong>Prerequisites</strong> Exorcist Dedication</p>\n<hr />\n<p>Your spirit dwelling is particularly inviting to spirit wisps. During your daily preparations, and whenever you spend 10 minutes to find more wisps, you entice two wisps into your spirit dwelling instead of one.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"yaR8E2drX6pFUFCK","image":{},"name":"Familiar Master","sort":6600000,"src":null,"system":{},"text":{"content":"<p>From the wise owl perched on the wizard's shoulder to the crafty gremlin that serves the witch for their own reasons, the ghastly homunculus in the alchemist's lab to the clever monkey that picks the lock of the thief's cell, familiars have always served. Whether through rigorous training or a preternatural connection, yours serves better than most.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.N7dTFxpjXGn4ddq8]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.4zaU3GlTGMNqLFS8] Feat 2</h2>\n<p>You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Familiar Master archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Hwvrive2vBIqZUcE] Feat 4</h2>\n<p><strong>Prerequisites</strong> Familiar Master Dedication</p>\n<hr />\n<p>Your familiar is the heart and soul of your adventuring team. When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.IYt6pMqiTocTrixA] Feat 4</h2>\n<p><strong>Prerequisites</strong> Familiar Master Dedication, able to cast spells</p>\n<p><strong>Requirements</strong> You have line of effect to your familiar.</p>\n<hr />\n<p>Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.9C6a6FXuPqWjXy8K]{Improved Familiar} Feat 6</h2>\n<p><strong>Prerequisites</strong> Familiar Master Dedication</p>\n<p>You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ADgFB8hjUgcXS4bF] Feat 8</h2>\n<p><strong>Prerequisites</strong> Familiar Master Dedication</p>\n<hr />\n<p>Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has lab assistant).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.KcNXoSvULnuQjC9a]{Incredible Familiar} Feat 10</h2>\n<p><strong>Prerequisites</strong> Enhanced Familiar</p>\n<hr />\n<p>Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"F7W15pGOeSeNJD0C","image":{},"name":"Firebrand Braggart","sort":6800000,"src":null,"system":{},"text":{"content":"<p>Many Firebrands travel the Inner Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.NagTqSLK8bAlo2nY] Feat 4</h2>\n<p><strong>Prerequisites</strong> Charisma 14, second mark member of the Firebrands</p>\n<hr />\n<p>Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as Balance, Demoralize, or Recall Knowledge. The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes. If you fail this check or don't attempt the action within 1 minute, you instead take a -1 circumstance penalty on checks to attempt the same action for 1 hour.</p>\n<p>If the chosen action can be used with multiple skills, such as Identify Magic or Recall Knowledge, you must specify which skill you are using for that particular action, such as using Arcana to Identify Magic, and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check.</p>\n<p>Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UtUT6JngJbQRHySX] Feat 6</h2>\n<p><strong>Prerequisites</strong> expert in Deception, Diplomacy, or Intimidation; Firebrand Braggart Dedication</p>\n<hr />\n<p>You call out a foe, causing them to become flustered and easier to defeat. Select one creature you can see and declare a challenge. For your challenge, attempt a Deception, Diplomacy, or Intimidation check against that creature's Will DC. Your challenge must include a linguistic, auditory, or visual component and gains the corresponding trait. If you succeed, you gain a +2 status bonus to damage rolls with your weapon or unarmed Strikes against that foe until the end of your next turn; if you have master proficiency in the skill you used, you gain a +4 status bonus instead, and if you're legendary, you gain a +6 status bonus. On a critical success, the status bonus lasts for 3 rounds instead. Whether you succeed or fail, creatures who witnessed your challenge gain a +4 circumstance bonus to their Will DCs against your attempts to challenge for 1 minute.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.cny7ouhsoiNsWJ7X] Feat 6</h2>\n<p><strong>Prerequisites</strong> trained in Acrobatics or Athletics, Firebrand Braggart Dedication</p>\n<hr />\n<p>You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an Acrobatics or Athletics check against your target's Reflex DC. If you succeed, you can Stride up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is flat-footed against the next melee attack you attempt against it before the end of your turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.YTZhLWtrEnV9Pjf2] Feat 8</h2>\n<p><strong>Prerequisites</strong> expert in Deception, Firebrand Braggart Dedication</p>\n<p><strong>Trigger</strong> A foe's Strike reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed.</p>\n<hr />\n<p>Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a Deception check against the attack DC of the triggering Strike. You take a penalty to this check equal to twice your wounded value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled.</p>\n<div><strong>Critical Success</strong> You avoid being knocked out and remain at 1 Hit Point.</div>\n<div><strong>Success</strong> You avoid being knocked out and remain at 1 Hit Point, but you increase your wounded value by 1.</div>\n<div> </div>\n<h2>@UUID[Compendium.pf2e.feats-srd.4Ek3Kyle2DsCPQQm] Feat 10</h2>\n<p><strong>Prerequisites</strong> Charisma 16, Firebrand Braggart Dedication</p>\n<hr />\n<p>Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Firebrand Braggart Dedication action about the same action during the duration of your original boast's circumstance bonus; this is an exception to the rule that you can't make another boast about the same action until your next daily preparations. A great boast uses the Firebrand Braggart Dedication action, except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a -2 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can't declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.O1C6pMTOxIrWBO3G] Feat 10</h2>\n<p><strong>Prerequisites</strong> Daring Act</p>\n<hr />\n<p>You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee Strike against the target or attempt to Disarm the target. The target is flat-footed against the Strike you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.n0693gmx3k9wvb1N] Feat 10</h2>\n<p><strong>Prerequisites</strong> Boaster's Challenge</p>\n<hr />\n<p>If your skill check to challenge a foe is a success, the target of your challenge takes a -1 circumstance penalty to attack rolls (or -2 if you critically succeed) until the end of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.6DkylvU5RF1O6DTT] Feat 12</h2>\n<p><strong>Prerequisites</strong> Daring Act</p>\n<hr />\n<p>If you critically succeed at your Daring Act, you can enter the target's space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is flat-footed against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target's space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"S4BZW9c5n6CctDxl","image":{},"name":"Firework Technician","sort":7000000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>The brilliant display of cascading lights and flickering aerial flowers, the thunderous boom, the sizzling crackle, and piercing screech—these are the stock and trade of your craft. You know how to perfectly pair light and sound to create fireworks displays that can amaze children and adults, comfort friends, and even confound your foes.</p>\n<p>As a fireworks technician, you might be an itinerant wanderer, roaming from town to town and developing your craft on your own. In that case, you make a living on the road, selling fireworks to the townsfolk, setting up public displays upon request and receipt of payment, and even tailoring individualized performances to those wealthy or interesting enough to be worthy of receiving their own private show.</p>\n<p>On the other hand, you might be part of an established fireworks house from Tian Xia or Vudra and rely on teamwork to perfect your various formulas and displays. Hoping to produce the next great innovation in fireworks technology, you often send back the notes from your studies and field demonstrations to esteemed colleagues from your fireworks house, seeking their opinions on your next big idea.</p>\n<section class=\"info\">\n<h4>Describing Your Fireworks Display</h4>\n<p>As a firework technician, the exact visuals of your character's special abilities might matter significantly to you. No two firework technicians use exactly the same fireworks display, even if they come from the same fireworks house and both use the same feat to generate the display. In fact, it's likely that when you use a feat from the firework technician archetype, the resulting display remains a bit different each time as you tinker, perfect, and refine your technique. Even so, you probably have a few themes that you prefer for each of your firework technician feats. For instance, your Coughing Dragon Display might appear in the sinuous serpentine shape of a literal imperial dragon, coughing out glittering trails. It might also resemble a simple series of geometric shapes, an enigmatic spiraling aeon trailing off in a shape with radial symmetry, a pattern shaped like a tree blossoming with flowers in the sky, or anything else you can imagine. To help your fellow players visualize what your character is doing, you might come up with some go-to descriptions or draw art depicting some of your favorite displays.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.MVbNnjqQOK9d8Ki3] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Crafting</p>\n<hr />\n<p>You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck.</p>\n<p>You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the @UUID[Compendium.pf2e.feats-srd.is3Oz9wt11lNq62K] feat, a pool of @UUID[Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L] equal to your level, and @UUID[Compendium.pf2e.classfeatures.Pe0zmIqyTBc2Td0I] (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, @UUID[Compendium.pf2e.actionspf2e.yUjuLbBMflVum8Yn], and use other feats from this archetype. Your advanced alchemy level is 1. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together.</p>\n<p>You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the fireworks technician archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.qAVM65grmny3f8DP] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.MVbNnjqQOK9d8Ki3]</p>\n<hr />\n<p>This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing auditory or visual effects behind your magnificent display. You gain the @UUID[Compendium.pf2e.actionspf2e.mech0dhb4eKbCAu0] fireworks display.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.dDFQJem5K9Jzxgda] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.MVbNnjqQOK9d8Ki3], expert in Crafting</p>\n<hr />\n<p>You're particularly adept at crafting fireworks, allowing you to create much more powerful fireworks than you otherwise could. Your advanced alchemy level for fireworks increases to your level - 3.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.T6Twdesb5niBhHuZ] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.MVbNnjqQOK9d8Ki3]</p>\n<hr />\n<p>This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the @UUID[Compendium.pf2e.actionspf2e.wt6jdjjje16Nx34f] fireworks display.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pI5cG6x49ZQLchuy] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.MVbNnjqQOK9d8Ki3]</p>\n<hr />\n<p>Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the @UUID[Compendium.pf2e.actionspf2e.izvfZ561JTdeyh6i] fireworks display.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jsbe2d9lYGJ2MksT] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.MVbNnjqQOK9d8Ki3]</p>\n<hr />\n<p>You've learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording. You gain the @UUID[Compendium.pf2e.actionspf2e.b3h3QqvwS5fnaiu1] fireworks display.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"4YtHynO8i1a33zo9","image":{},"name":"Flexible Spellcaster (Class Archetype)","sort":7200000,"src":null,"system":{},"text":{"content":"<p>You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day.</p>\n<section class=\"info\">\n<h4>Restricted Spell Slots</h4>\n<p>When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's specialist school spells or the cleric's divine font, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast <em>heal</em> spells of the highest level you can cast, but doesn't add <em>heal</em> to your spell collection. A harming font does the same for the <em>harm</em> spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.CrS0iDwHmjKqvKti] Feat 2</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.classfeatures.Upf1LXtWNJ6eB5sm]</p>\n<hr />\n<p>You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"0pPtVXH6Duitakbp","image":{},"name":"Folklorist","sort":7550000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>Folklorists are welcome across the Mwangi Expanse for the entertaining stories they tell and the counsel they impart. However, those who take the art of storytelling to the next level can produce magical effects based on their understanding of stories and their firm belief that life conforms to the contours of these tales. While many such folklorists are benevolent, terms like hero and villain are notoriously relative, changing to fit the perspective of the storyteller.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.sG9fPQk4w9y6MmnY] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Performance</p>\n<hr />\n<p>You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the @UUID[Compendium.pf2e.actionspf2e.hPZQ5vA9QHEPtjFW] action.</p>\n<hr />\n<p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the folklorist archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.MprbkBZUouqvbKGo] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.sG9fPQk4w9y6MmnY]</p>\n<hr />\n<p>You can pull bits of wisdom from any tale. You become trained in Folktales Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Folktales Lore, you get the effects of the @UUID[Compendium.pf2e.feats-srd.1Bt7uCW2WI4sM84P] skill feat.</p>\n<p>If you are legendary in the Performance skill, you gain expert proficiency in Folktales Lore, but you can't increase your proficiency rank in Folktales Lore by any other means.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.XusuxqmXWPYc0JYA] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.sG9fPQk4w9y6MmnY]</p>\n<hr />\n<p>You act as a conduit for your companions just as your stories are a conduit between teller and listener. When you @UUID[Compendium.pf2e.actionspf2e.hPZQ5vA9QHEPtjFW]{Spin a Tale} and the hero of your tale Casts a Spell against the villain, you warp the world, allowing the hero to calculate range and cover to the villain from your space instead of their own if they prefer. The hero must choose to calculate both range and cover from the same space; they can't use one space for range and the other for cover.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.OtM4pvPeIeEEdpuS] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.sG9fPQk4w9y6MmnY]</p>\n<hr />\n<p><strong>Requirements</strong> You have @UUID[Compendium.pf2e.actionspf2e.hPZQ5vA9QHEPtjFW]{Spun a Tale}.</p>\n<p><strong>Trigger</strong> The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or Casts a Spell against the hero, and they used that same attack, special ability, or spell against the hero on the previous turn.</p>\n<hr />\n<p>Heroes learn from their previous failures, often succeeding on the third attempt. You narrate a tale of the hero's success, granting them a +2 circumstance bonus to their AC or saving throw against the triggering effect. If the villain has used the same effect against the hero on both of their last two turns, and you used Rule of Three on that effect last turn as well, the bonus increases to +4.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.hsMcKK92ho39djgI] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.sG9fPQk4w9y6MmnY]</p>\n<hr />\n<p>Stories are an experience meant to be shared as a group. When you @UUID[Compendium.pf2e.actionspf2e.hPZQ5vA9QHEPtjFW]{Spin a Tale}, you can designate up to six non-minion allies as the heroes of your story. Each hero, once during the tale, can continue the story in your stead by spending an action to Spin the Tale; if they do, the story continues for another round, as if you had Spun the Tale at the start of your turn. This could allow the story to continue for up to 6 additional rounds, if all possible allies Spin the Tale, though you can continue to Spin the Tale on your own as normal.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"8RYKz1WDPMJBmMNt","image":{},"name":"Game Hunter","sort":7600000,"src":null,"system":{},"text":{"content":"<p>Game hunters find, follow, and slay game animals, then honor their fallen rivals by securing and preserving a trophy of the kill. Many game hunters show a reverential respect for their prey bordering on the sacred. The finest game hunters engage only in a fair chase, strive for painless kills, and use every part of the animal's carcass.</p>\n<p><strong>Additional Feats</strong> 6th @UUID[Compendium.pf2e.feats-srd.GFtNQvpzuqtsdOTG]; 8th @UUID[Compendium.pf2e.feats-srd.meQJfsKVar9tm6c9]; 14th @UUID[Compendium.pf2e.feats-srd.pbD4lfAPkK1NNag0]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.CowQy8gXP9POjuxq] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Survival</p>\n<hr />\n<p>You are skilled at tracking big game animals and similar creatures. You gain the Hunt Prey action, but you can designate only animals, beasts, and dragons as prey. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to Stealth checks against your hunted prey.</p>\n<p>When you succeed at a Strike against your hunted prey while it's flat-footed, it must attempt a Fortitude save against your class DC. On a failure, the prey's Speeds are each reduced by 10 feet for 1 round; on a critical failure, the duration of this effect is 1 minute. The prey is then temporarily immune to this effect for 10 minutes.</p>\n<p>If you already have Hunt Prey, you become an expert in Survival. You apply the Stealth bonus and the Speed reduction only when your prey is an animal, beast, or dragon.</p>\n<hr />\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the game hunter archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.1j9QCzHHxi5MbIY3] Feat 4</h2>\n<p><strong>Prerequisites</strong> Snare Crafting, Game Hunter Dedication</p>\n<hr />\n<p>You can set snares specifically for big prey, leaving smaller creatures unscathed. Each time you set a snare, you can choose Small, Medium, Large, or Huge. That snare can be triggered only by creatures of that size or larger.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.em3glccrJ5ZIf8Uq]{Keep Pace} Feat 6</h2>\n<p><strong>Prerequisites</strong> Game Hunter Dedication</p>\n<hr />\n<p>When your hunted prey tries to bolt, you follow. You Stride up to your Speed, following your hunted prey and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the appropriate movement type.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.E3NsAdbp7kkOvfnr] Feat 8</h2>\n<p><strong>Prerequisites</strong> Game Hunter Dedication</p>\n<hr />\n<p><strong>Requirements</strong> You could see your hunted prey when you rolled initiative at the beginning of the encounter, and this is your first action on your first turn of the encounter.</p>\n<p>You're always ready to get the jump on your target. You Step up to twice.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"I6FbkKYncDuu7eWq","image":{},"name":"Geomancer","sort":7800000,"src":null,"system":{},"text":{"content":"<p>You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties.</p>\n<p>You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.E8SDesgMD6Zbye2j] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Nature; ability to cast spells from spell slots; at least one spell with the air, cold, earth, fire, plant, or water trait</p>\n<hr />\n<p>You feel a deep connection to the world no matter where you are, a phenomenon known as \"terrain attunement.\" When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type.</p>\n<p>Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect.</p>\n<ul>\n<li><strong>Aquatic</strong> (water) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed-if you have one-as your land Speed.</li>\n<li><strong>Arctic</strong> (cold) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a -5-foot status penalty to their Speeds for 2 rounds (-10-foot on a critical failure).</li>\n<li><strong>Desert</strong> (fire) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're @UUID[Compendium.pf2e.conditionitems.HL2l2VRSaQHu9lUw] until they drink water or another potable liquid.</li>\n<li><strong>Forest</strong> (plant) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1} for 1 round (@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 2} on a critical failure).</li>\n<li><strong>Mountain</strong> (earth) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round.</li>\n<li><strong>Plains</strong> (plant) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round.</li>\n<li><strong>Sky</strong> (air) A gust of wind carries you aloft. You can Fly up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall.</li>\n<li><strong>Swamp</strong> (plant) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Poison Damage} equal to half the spell's level (minimum 1 damage) with a basic Fortitude save.</li>\n<li><strong>Underground</strong> (earth) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain darkvision as well as imprecise tremorsense out to 15 feet.</li>\n</ul>\n<p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the geomancer archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.U1I87PGViGpGaP7D] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.E8SDesgMD6Zbye2j]</p>\n<hr />\n<p><strong>Frequency</strong> once per 10 minutes</p>\n<p><strong>Requirements</strong> Your previous action was to cast a spell with the air, cold, earth, fire, plant, or water trait.</p>\n<hr />\n<p>The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast <em>@UUID[Compendium.pf2e.spells-srd.uZK2BYzPnxUBnDjr]</em>, your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell.</p>\n<p>Your terrain attunement reverts to that of the terrain you're in 1 minute after you use Attunement Shift.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pfF5UzT1MLW3KwHd] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.E8SDesgMD6Zbye2j]</p>\n<hr />\n<p>When you would gain a benefit from your terrain attunement, you can grant it to one ally within 30 feet instead of yourself. This has no effect if the terrain attunement affects your foes instead of granting you a benefit.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.O0POcPD2aELYTcIK] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.E8SDesgMD6Zbye2j], expert in Nature</p>\n<hr />\n<p><strong>Requirements</strong> You gained a terrain attunement benefit this turn.</p>\n<hr />\n<p>You enter a stance that makes it difficult to move around you. Each square adjacent to you becomes difficult terrain that matches the terrain attunement you gained (rime forms in an arctic terrain, momentary undergrowth shoots up in a forest terrain, and so on). You ignore this difficult terrain.</p>\n<p>This stance ends if you move into a different type of terrain.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.bkX8v744C62W8hol] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.E8SDesgMD6Zbye2j], expert in Nature</p>\n<hr />\n<p>You can move freely through terrain you're attuned to. When you gain a terrain attunement benefit, you ignore difficult terrain in the corresponding type of terrain until the end of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.HlqAdfxmcd9gdgHa] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.E8SDesgMD6Zbye2j], expert in Nature</p>\n<hr />\n<p><strong>Requirements</strong> You gained a terrain attunement benefit this turn, and it matched the terrain you're in.</p>\n<hr />\n<p>You pull strength from the surrounding terrain. You gain temporary Hit Points equal to your level. They last for 1 round. If you previously gained the plains terrain attunement effect this turn, combine the temporary Hit Points together.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Gu8IAYxwNdQM603P] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.E8SDesgMD6Zbye2j], master in Nature</p>\n<hr />\n<p>You've learned how to commune with the land to learn information. You learn the <em>@UUID[Compendium.pf2e.spells-srd.l4LFwY7iuzX6sDXr]</em> ritual if you didn't know it already. You can perform this ritual with a casting time of 1 hour instead of 1 day and without a secondary caster.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.TNRB8IY6Wtk9BoMp] Feat 14</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.E8SDesgMD6Zbye2j], master in Nature</p>\n<hr />\n<p><strong>Frequency</strong> once per 10 minutes</p>\n<p><strong>Trigger</strong> A Strike would damage you.</p>\n<p><strong>Requirements</strong> You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in.</p>\n<hr />\n<p>You're so attuned to the land that it rises up to protect you from a potentially fatal blow in a seeming coincidence. For instance, a branch suddenly falls from a nearby tree to take the brunt of a sword swing or a surprising change of current disrupts an enemy's attack. You gain resistance to physical damage equal to double your level against the triggering Strike.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SA8rnheHFtjkATrJ] Feat 14</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.O0POcPD2aELYTcIK], master in Nature</p>\n<hr />\n<p><strong>Requirements</strong> Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance.</p>\n<hr />\n<p>You slam your fist into the ground or twirl your arms about to cause the terrain around you to shift and ripple, potentially throwing others off balance. Each creature within your area of difficult terrain from Rough Terrain Stance must attempt a Reflex saving throw against your spell DC with the following effects.</p>\n<p>After you use this action, you can't use it again for [[/r 1d4 #rounds]]{1d4 rounds}.</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.i3OJZU2nk64Df3xm]{Clumsy 1} for 1 round.</p>\n<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 2} for 1 round.</p>\n<p><strong>Critical Failure</strong> The creature is clumsy 2 for 1 round and falls @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60].</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.gqISxjbTtZSYndZ4] Feat 16</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.E8SDesgMD6Zbye2j], legendary in Nature</p>\n<hr />\n<p><strong>Frequency</strong> once per day</p>\n<p><strong>Requirements</strong> Your previous action was Attunement Shift.</p>\n<hr />\n<p>If your next action is to cast a spell that would grant your terrain attunement bonus, reduce the number of actions to cast it by 1 (to a minimum of 1 action).</p>\n<hr />\n<p><strong>Special</strong> You can't use Quickened Attunement and @UUID[Compendium.pf2e.feats-srd.z2ptq23nNBOeEI7H] in the same round.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"aIpIUbupTjw2863C","image":{},"name":"Ghost","sort":8000000,"src":null,"system":{},"text":{"content":"<p>Your ties to the living world cling to you in death, your unfinished business reducing you to a spirit. Your soul carries on, but your body is gone. Your mind, too, may have changed: though death can impact thoughts and desires in all sorts of ways, most ghosts experience stronger, more volatile emotions and are frequently overcome by their past ties. A need to reconcile the past overwhelms other needs. Motivations can change over time but are always strong. Pragmatism, compassion, and foresight fall before a ghost's fundamental desires.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.52nzskpmUt9AjUf8] Feat 2</h2>\n<p><strong>Prerequisites</strong> You died and returned as a ghost.</p>\n<hr />\n<p>You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, spirit, and undead traits, and the @UUID[Compendium.pf2e.ancestryfeatures.SAbzItAI4uwbdnQk]. Your undead craving is to settle your unfinished business. You also gain the incorporeal trait, as described on page 218, except you can't pass through solid objects unless you select the @UUID[Compendium.pf2e.feats-srd.7fyWKASX6uNByJF5] feat. Being a ghost has the following major effects.</p>\n<p><strong>Floating</strong> You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you Fly. This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can Leap, High Jump, Long Jump, and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed.</p>\n<p><strong>Items</strong> You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the invested trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can Interact with them, Release them, and so on. Your incorporated weapons gain the benefits of the ghost touch property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you.</p>\n<p><strong>Attacks</strong> Your unarmed attacks become magical and deal negative damage instead of their normal type.</p>\n<p><strong>Strength</strong> Unlike most incorporeal creatures, your Strength modifier is not -5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically Athletics checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of Athletics checks, Strikes with melee weapons, and any other checks or damage rolls dependent on Strength.</p>\n<p><strong>Ties that Bind</strong> When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.xUaEpnfd1FMGNG1z] Feat 4</h2>\n<p><strong>Prerequisites</strong> Ghost Dedication</p>\n<p><strong>Frequency</strong> Once per 10 minutes</p>\n<hr />\n<p>You lament your fate, forcing each living creature in a 30-foot emanation to attempt a Will save against your class DC or spell DC, whichever is higher.</p>\n<p><strong>Success</strong> The creature is unaffected and temporarily immune to Frightful Moans for 1 minute.</p>\n<p><strong>Failure</strong> The creature is frightened 1.</p>\n<p><strong>Critical Failure</strong> The creature is frightened 2.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pwM4RGwCTLiVSic0] Feat 4</h2>\n<p><strong>Prerequisites</strong> Ghost Dedication</p>\n<hr />\n<p>Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, positive, and any damage done by a weapon with the ghost touch rune (or any other source that acts like a ghost touch rune). This resistance increases to 2 if the source is non-magical. At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Ozm0xy2lrOq6GiWU] Feat 6</h2>\n<p><strong>Prerequisites</strong> Ghost Dedication</p>\n<hr />\n<p>Your control over your ghostly form grows. You gain the @UUID[Compendium.pf2e.ancestryfeatures.YGk41WV42aTM7CQV] and can interact with physical objects, with limits. You can attempt Strength-based skill checks against physical creatures and objects. You can Interact with physical objects, but the action has no effect unless you succeed at a DC 20 Athletics or DC 20 Thievery check.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.zJXsGF61lH0WHw5v] Feat 8</h2>\n<p><strong>Prerequisites</strong> Ghost Dedication</p>\n<p><strong>Frequency</strong> Once per day</p>\n<hr />\n<p>You can suppress your tether to the ground, overcoming your resistance to fly free. For 10 minutes, your fly Speed doesn't restrict you to only a few inches off the ground, allowing you to travel to any height you choose.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7fyWKASX6uNByJF5] Feat 10</h2>\n<p><strong>Prerequisites</strong> master in Acrobatics, Ghost Dedication</p>\n<p><strong>Frequency</strong> Once per 10 minutes</p>\n<hr />\n<p>Filtering your form through the substance of an object, you can pass through walls, doors, and more. You Fly up to your Speed. During this movement, you can try to move through one object. Attempt an Acrobatics check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a wall of force.</p>\n<p><strong>Success</strong> You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being incorporeal, starting your turn inside an object makes you slowed 1 for that turn.</p>\n<p><strong>Failure</strong> Your movement ends, and you trigger reactions as if you moved out of the square you started in.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.AtidbY3lU49taaUR] Feat 12</h2>\n<p><strong>Prerequisites</strong> Ghost Dedication</p>\n<hr />\n<p>The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after 2d4 days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.LhqWrgeBH2sdRxND] Feat 14</h2>\n<p><strong>Prerequisites</strong> Ghost Flight</p>\n<hr />\n<p>You put your connection to the material world farther behind you. Your fly Speed no longer restricts the height you can fly. When you use Ghost Flight, instead of its normal effect, you gain a +10-foot status bonus to your fly Speed for 10 minutes.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"xMdIENo4w9bEzZuK","image":{},"name":"Ghost Eater","sort":8200000,"src":null,"system":{},"text":{"content":"<p>The warriors of Minata frequently contend with lost spirits of the Taumatan people that haunt their shattered lands to this day. These Minatan warriors, known as ghost eaters around Bonmu, travel the countless islands of Minata and offer their skills to exorcists and priests. When working in such a partnership, ghost eater's main task is to destroy a spirit in order to give their holy comrade time to learn about the individual soul and finally put it to rest.</p>\n<p>Characters can gain access to this archetype from Ingdani after they retrieve the @UUID[Compendium.pf2e.equipment-srd.gswNvLPc2D0n0AOB] from the temple of Irori.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.r1um0cn7MRIMLqcq] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Occultism or Religion</p>\n<hr />\n<p>You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack Strikes become magical. Against incorporeal creatures, they also gain the effects of a ghost touch property rune.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from this archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.QMycbf2StuPcUbzO] Feat 4</h2>\n<p><strong>Prerequisites</strong> Ghost Eater Dedication</p>\n<hr />\n<p>You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee Strikes against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is hidden, requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the concentrate trait, to focus on a creature inside of a solid object. If you do, the next melee Strike you make this turn requires you to succeed at only a DC 6 flat check to affect the creature.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Nm8n3urzpDqXni1i] Feat 6</h2>\n<p><strong>Prerequisites</strong> Ghost Eater Dedication</p>\n<hr />\n<p>You call forth positive energy from within to help you destroy undead. Your weapon and unarmed Strikes gain the effects of a disrupting property rune until the start of your next turn.</p>\n<p>If you're 14th level or higher, your Strikes instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.XXOc3MxbkEBMgFeT] Feat 16</h2>\n<p><strong>Prerequisites</strong> Ghost Eater Dedication</p>\n<hr />\n<p>You can cast ethereal jaunt as an occult innate spell once per day. You don't need to Sustain the Spell; instead, it lasts for 10 minutes or until you choose to return to your material form as a free action.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"LL4YD16kPqcGibKG","image":{},"name":"Ghost Hunter","sort":8400000,"src":null,"system":{},"text":{"content":"<p>Ghosts have a wide range of capabilities and features- no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts.</p>\n<p>The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to the afterlife.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.mkp6lhBbTASEmKwY] Feat 2</h2>\n<p><strong>Prerequisites</strong> Trained in Occultism or Religion</p>\n<hr />\n<p>You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. Pick Spirit Lore or Haunt Lore; you become trained in this skill. If you were already trained in both skills, you become trained in a new Lore skill of your choice.</p>\n<p>Choose two cantrips from the occult spell list. Each cantrip must have the divination, enchantment, or necromancy trait. You can cast these spells as innate occult spells. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma.</p>\n<hr />\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.shDyS87L0eiabyHw] Feat 4</h2>\n<p><strong>Prerequisites</strong> Ghost Hunter Dedication</p>\n<hr />\n<p>You can use your choice of Spirit Lore or Haunt Lore to Make an Impression or Request things of incorporeal creatures. At the GM's discretion, an incorporeal spirit might be willing to hear you out.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.bgnf7USFkqsNh8j1] Feat 4</h2>\n<p><strong>Prerequisites</strong> Ghost Hunter Dedication</p>\n<hr />\n<p>You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to Recall Knowledge about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Daap4ugeDZQWoPCx] Feat 4</h2>\n<p><strong>Prerequisites</strong> Ghost Hunter Dedication</p>\n<hr />\n<p>Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can Cast this Spell as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the divination, enchantment, or necromancy trait. You can cast each of these spells once per day.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pM0g4ColXTiQ3gTa] Feat 6</h2>\n<p><strong>Prerequisites</strong> Ghost Hunter Dedication</p>\n<hr />\n<p>Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the ghost touch property rune for 10 minutes. At 10th level, you can apply this effect to two weapons instead of one.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.aKFYL4b5Bi7qla2j] Feat 8</h2>\n<p><strong>Prerequisites</strong> Ghost Hunter Dedication</p>\n<hr />\n<p>You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against mental effects caused by incorporeal undead and haunts, and you can roll a Spirit Lore or Haunt Lore check for initiative if you know that an incorporeal undead or a haunt is present.</p>\n<p>If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a Spirit Lore or Haunt Lore check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"bKoV037XO3qiakGw","image":{},"name":"Ghoul","sort":8600000,"src":null,"system":{},"text":{"content":"<p>You died from the necrotic disease known as ghoul fever and rose anew as a ravenous ghoul, forever craving the flesh of sapient creatures. While you can temper your hunger with long-dead flesh stolen from ancient graves, you much prefer devouring those who are freshly dead, whether as a scavenger or because you killed the creature yourself to ensure a fresh meal.</p>\n<p>Whether they stalk through the graveyards and crypts of Golarion or work together with other ghouls to build empires in the Darklands, ghouls care most about the consumption of dead flesh. The moment you become a ghoul, your existence focuses upon satisfying this endless craving. Ghouls who go more than a few days without feeding on freshly dead humanoid flesh find themselves in constant pain; those who go for more than a week might be driven to the edge of delirium, becoming bestial in their craving.</p>\n<p>When you succumb to ghoul fever and become a ghoul, you don't lose your mind or memories. You keep your personality only to have it warped by the never-ending need to consume flesh. A brave warrior remains brave, but under the curse of the fever, that brave warrior's prime directive is to consume flesh. A rogue might go from finding clever ways to pick pockets to finding ways to waylay opponents and devour them.</p>\n<p>Since most societies don't allow cannibalism, ghouls who wish to continue their old lives must satisfy their cravings in secret, finding a way to balance society's rules while feeding the constant gnawing hunger inside them. Some take up professions that allow them to secretly eat dead flesh or create dead bodies to feed upon. There are tales told of ghoul mercenary troops who satisfy their cravings and profit, while ghoul spellcasters can use their magic to procure and preserve flesh.</p>\n<p>Ghouls who won't restrain themselves with rules of the living may join or establish ghoul societies. These caste systems base their hierarchy on how much flesh one has consumed and can provide for other ghouls. Hunger and ambition drive ghouls to rise through the ranks, which allows them to feed their hunger even more.</p>\n<p><strong>Additional Feats</strong>: 6th @UUID[Compendium.pf2e.feats-srd.fO1vRDEfl9pysfLU], @UUID[Compendium.pf2e.feats-srd.VVsYBmVi2E1u9E5Z]; 10th @UUID[Compendium.pf2e.feats-srd.7IsHNime3WneCan6]</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.EHJRMCBRL4YeBN6l] Feat 2</h2>\n<p><strong>Prerequisites</strong> You were killed by ghoul fever.</p>\n<hr />\n<p>You have succumbed to ghoul fever, dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed.</p>\n<p>You gain the ghoul and undead traits and the @UUID[Compendium.pf2e.ancestryfeatures.SAbzItAI4uwbdnQk]. Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals 1d4 slashing damage with the agile and finesse traits, and the second unarmed attack is a set of jaws that deal 1d6 piercing damage and have the finesse trait.</p>\n<p>You gain the @UUID[Compendium.pf2e.actionspf2e.1If9lLVoZdO8woVg]. Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.NQtIhIowH1tVywZI] Feat 4</h2>\n<p><strong>Prerequisites</strong> Ghoul Dedication</p>\n<hr />\n<p>When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat. Once every 10 minutes, when you Consume Flesh, you regain 1d6 Hit Points for every 2 levels you have, rounded up.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.VP2CWUTZ9Edg82uz] Feat 4</h2>\n<p><strong>Prerequisites</strong> GhoulDedication</p>\n<hr />\n<p>Your undead physiology allows you to leap quickly toward or away from your opponent. You Leap. This movement doesn't trigger reactions.</p>\n<p>If you are satiated, you can choose to end your satiation to instead @UUID[Compendium.pf2e.actionspf2e.2HJ4yuEFY1Cast4h] or @UUID[Compendium.pf2e.actionspf2e.JUvAvruz7yRQXfz2] without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.c5SfaSn6OEHkHxII] Feat 6</h2>\n<p><strong>Prerequisites</strong> Ghoul Dedication</p>\n<hr />\n<p>Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly. Strike with your claw or jaws. This attack deals negative damage instead of its normal type; on a hit, the target halves any healing it receives until the start of your next turn. The target or an adjacent ally can spend two Interact actions to squeeze the enzymes from the wound and remove the effect.</p>\n<p>If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7GrACprIxZuarGDs] Feat 6</h2>\n<p><strong>Prerequisites</strong> Ghoul Dedication</p>\n<hr />\n<p>The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the @UUID[Compendium.pf2e.ancestryfeatures.YGk41WV42aTM7CQV]. In addition, you gain a +5-foot status bonus to your Speed while you're satiated.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8z9XkfZalQ5tUjfy] Feat 8</h2>\n<p><strong>Prerequisites</strong> Feverish Enzymes</p>\n<hr />\n<p>Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. Strike with your claw or jaws. If you hit a living non-elf creature, it becomes paralyzed unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes paralyzed can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Aww98EQXcigRhY3v] Feat 8</h2>\n<p><strong>Prerequisites</strong> Ghoul Dedication</p>\n<hr />\n<p>Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is sickened 1. This is a disease effect.</p>\n<p>If you are satiated, you can end your satiation to make the target sickened 1 on a regular hit instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5GC2iGtVp3UAH2nm] Feat 10</h2>\n<p><strong>Prerequisites</strong> Ghoul Dedication</p>\n<hr />\n<p>You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer. If you Consume Flesh while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour. If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have Grave Strength, you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.U5hjS5qFrtGHWlVG] Feat 12</h2>\n<p><strong>Prerequisites</strong> Ghoul Dedication</p>\n<hr />\n<p>Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be sickened (plus slowed 1 on a critical failure). While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"gfhnRp2TEy9JCfHI","image":{},"name":"Gladiator","sort":8800000,"src":null,"system":{},"text":{"content":"<p>The roar of the crowd and thrill of competitive combat drive you to become the best-and the fame isn't bad either. If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor allied or affiliated with either side, the combatants have spectators. The GM is the final arbiter.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Dm0YMEvSY0qg0jA0] Feat 2</h2>\n<p><strong>Prerequisites</strong> Impressive Performance</p>\n<hr />\n<p>You know how to turn combat into a form of entertainment. You become trained in Gladiatorial Lore; if already trained in Gladiatorial Lore, you instead become trained in another Lore skill of your choice. At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Gladiator archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.mwZzcwYVcTvxbXDl] Feat 4</h2>\n<p><strong>Prerequisites</strong> Gladiator Dedication, expert in Performance</p>\n<hr />\n<p>You show off your fighting style to discourage your foes. You can use Performance to Demoralize.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.KrYvJ5n06yHCipCZ] Feat 4</h2>\n<p><strong>Prerequisites</strong> Gladiator Dedication</p>\n<p><strong>Trigger</strong> You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators.</p>\n<hr />\n<p>You show off for the crowd. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits; on a critical success, choose two benefits:</p>\n<ul>\n<li>A number of temporary Hit Points equal to your character level; these last for 1 minute.</li>\n<li>A +1 circumstance bonus to AC until the end of your next turn.</li>\n<li>A +1 circumstance bonus to your next attack roll before the end of your next turn.</li>\n</ul>\n<h2>@UUID[Compendium.pf2e.feats-srd.1wTXeBrYU6BVEEOn] Feat 4</h2>\n<p><strong>Prerequisites</strong> Gladiator Dedication</p>\n<hr />\n<p>You pull punches to give a better show. You don't take the usual -2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the nonlethal trait.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SOG0yVNtiDsaNbIO] Feat 6</h2>\n<p><strong>Prerequisites</strong> Gladiator Dedication</p>\n<hr />\n<p>You're skilled with flashy weapons. You are trained with the bo staff, dueling cape, spiked chain, sword cane, and whip. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SfBXPmADMFiZIBQt] Feat 8</h2>\n<p><strong>Prerequisites</strong> Play to the Crowd</p>\n<hr />\n<p>When you successfully Play to the Crowd, add the following to the list of benefits you can choose from:</p>\n<ul>\n<li>Choose a creature within 30 feet that can see you to become frightened 1. This effect has the emotion, fear, mental, and visual traits.</li>\n</ul>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"4ZPZqbe0Ai8ZIfcp","image":{},"name":"Golden League Xun","sort":9000000,"src":null,"system":{},"text":{"content":"<p>You've become a xun, a powerful gang enforcer.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.jTOxxy19o2VRJTbH] Feat 8</h2>\n<p><strong>Prerequisites</strong> master in Underworld Lore</p>\n<hr />\n<p>You are a xun for the Golden League, aiding the organization. You gain expert proficiency in two of the following skills (or in two other skills of your choice in which you're trained, if you were already an expert in the listed skills): Athletics, Deception, Intimidation, or Stealth. In addition, if you use Underworld Lore to Earn Income or Recall Knowledge, when you get a success, you get a critical success instead.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from this archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.muDbZAyrE1ObyuTL] Feat 10</h2>\n<p><strong>Prerequisites</strong> Golden League Xun Dedication, expert in Deception</p>\n<hr />\n<p>You are skilled at hiding from your foes and targets among the common populace. You gain the Quick Disguise and Slippery Secrets skill feats. In addition, while in a crowd, you can Impersonate a nondescript member of the crowd as a three action activity (one action if you are legendary in Deception).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.S36WQ8o2MvPxQp0p] Feat 10</h2>\n<p><strong>Prerequisites</strong> Golden League Xun Dedication, expert in Intimidation</p>\n<hr />\n<p>Scaring off multiple people at once is your specialty. When you Demoralize, you can target up to 2 creatures within 30 feet of you at once. If you are a master of Intimidation, you can Demoralize up to 4 creatures at once; if you're legendary, you can Demoralize up to 8 creatures at once.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.eceQmgvmoPplFKId] Feat 10</h2>\n<p><strong>Prerequisites</strong> Golden League Xun Dedication, expert in Athletics</p>\n<hr />\n<p>Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of Quick Climb.</p>\n<p>In addition, you can use a rope to hamper your foes. When holding a rope, you can attempt an Athletics check to Disarm, Grapple, or Trip a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.AYByEEgPXk3QbCiF] Feat 10</h2>\n<p><strong>Prerequisites</strong> Golden League Xun Dedication, expert in Stealth</p>\n<p><strong>Trigger</strong> You make a strike with a weapon of light bulk.</p>\n<hr />\n<p>You quickly hide your weapon to make it difficult to pin the attack on you. You attempt to Conceal an Object to hide the triggering weapon. Your Stealth check is compared to the Perception DC of all creatures within 30 feet that can see you. You automatically succeed against creatures farther than 30 feet. The target of your Strike gains a +4 circumstance bonus to their Perception DC for this check. If your Stealth check is a success, you hide your weapon so well that the creature can't clearly determine where the attack originated.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"qlQSYjCwnoCzfto2","image":{},"name":"Golem Grafter","sort":9200000,"src":null,"system":{},"text":{"content":"<p>You have replaced a portion of your body with artifice of the kind used to create golems, fortifying your flesh with the unyielding might of magical constructs.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.MxNb97qr1yMhbjiP] Feat 8</h2>\n<p><strong>Prerequisites</strong> expert in Arcana and Crafting, or an ally with expert proficiency in those skills willing to augment you</p>\n<hr />\n<p>Your flesh has been specially treated with the same arcane and alchemical processes used to toughen the skin of flesh golems. Increase your maximum Hit Points by an amount equal to your level. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the golem grafter archetype.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the golem grafter archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.tMsAj0H0B9XZQjtH] Feat 10</h2>\n<p><strong>Prerequisites</strong> Golem Grafter Dedication, expert in unarmed attacks</p>\n<hr />\n<p>You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed Strike with your clay fist and hit, your target takes a -2 status penalty to saving throws against curse effects for 1 hour.</p>\n<p><strong>Special</strong> The damage die for your clay fist is 1d8, and it loses the agile and finesse traits of a typical fist.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.i8MnyasCDo3j65Xd] Feat 10</h2>\n<p><strong>Frequency</strong> once per turn</p>\n<p><strong>Prerequisites</strong> Golem Grafter Dedication</p>\n<hr />\n<p>You've replaced your heart with one made of animated quicksilver and living adamantine. You reduce your slowed condition by 1. Alternatively, if you are not slowed, you are quickened 1 during your next turn, and can use your extra action to Stride or Strike.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.PeBz8f9h8Y4OFdws] Feat 12</h2>\n<p><strong>Prerequisites</strong> Golem Grafter Dedication</p>\n<hr />\n<p>You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. You can Shove creatures even if you don't have a hand free. When you successfully Shove a foe, you can Stride away from your opponent (instead of toward it), but you must move the same distance in the opposite direction from where you Shoved it.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8PMxl8o5YXET58Pn] Feat 14</h2>\n<p><strong>Prerequisites</strong> Golem Grafter Dedication</p>\n<hr />\n<p>Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability.</p>\n<h3>@UUID[Compendium.pf2e.adventure-specific-actions.aCFKA59YgGDNnSJ8]</h3>\n<p><strong>Frequency</strong> once per hour</p>\n<p><strong>Requirements</strong> You were within the area of an inhaled poison within the last minute</p>\n<hr />\n<p>You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"pDmUITVao0FDMnVf","image":{},"name":"Halcyon Speaker","sort":9400000,"src":null,"system":{},"text":{"content":"<p>One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring.</p>\n<h2 class=\"title\">Halcyon Spells</h2>\n<p>Through hard study, Magaambyans can meld arcane and primal spellcasting. Halcyon spells are spells from the arcane or primal spell list. You don't gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a wizard who gained halcyon spells would add them to their spell list and their spellbook, while a sorcerer would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes.</p>\n<p>Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You can't heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you can't select a halcyon spell as a signature spell.</p>\n<p>Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerer's spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7fU6e3HIT4NvwLYa] Feat 6</h2>\n<p><strong>Prerequisites</strong> Magaambyan Attendant Dedication, member of the Magaambya of conversant rank</p>\n<hr />\n<p>You devote much of your study to halcyon magic. You gain access to two common Halcyon cantrips and two common 1st-level halcyon spells. In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.9EqUTnbV8WHE2aKm] Feat 8</h2>\n<p><strong>Prerequisites</strong> Halcyon Speaker Dedication</p>\n<hr />\n<p>If your next action is to Cast a Spell from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to Recall Knowledge with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell's level for 1 round. If the spell is a halcyon spell, you gain both benefits.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.L9aBLPG2veBkVow9] Feat 8</h2>\n<p><strong>Prerequisite</strong> s Halcyon Speaker Dedication</p>\n<hr />\n<p>You can cast <em>@UUID[Compendium.pf2e.spells-srd.TUj8eugNqAvB1vVR]</em> as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast creation again, any persistent creation you previously created with the spell immediately disintegrates.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.HgBksiMTUibPK36M] Feat 10</h2>\n<p><strong>Prerequisites</strong> Halcyon Speaker Dedication</p>\n<hr />\n<p>Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from Halcyon Speaker Dedication.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8NQaqtHheeMUNGYr] Feat 10</h2>\n<p><strong>Prerequisites</strong> Dualistic Synergy</p>\n<hr />\n<p>You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to Recall Knowledge, granting that ally temporary Hit Points, or both, depending on the spell's tradition.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ADVrDjp75fr2BYMa] Feat 12</h2>\n<p><strong>Prerequisites</strong> Persistent Creation</p>\n<hr />\n<p>Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a <em>@UUID[Compendium.pf2e.spells-srd.9AAkVUCwF6WVNNY2]</em> could originate from the persistent creation rather than from you.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UqA9GdO2pGQwg9cd] Feat 12</h2>\n<p><strong>Prerequisites</strong> Halcyon Spellcasting Initiate</p>\n<hr />\n<p>You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.LDv6RVuDXJ9nOfhj] Feat 14</h2>\n<p><strong>Prerequisites</strong> Halcyon Spellcasting Initiate; master in either Arcana or Nature, expert in the other</p>\n<hr />\n<p>You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.XpZkzUV9PwUHvmyq] Feat 16</h2>\n<p><strong>Prerequisites</strong> Dualistic Synergy</p>\n<hr />\n<p>When you draw upon your spells' synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy's normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell's level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.iuLLw1X5RjRcR4rH] Feat 18</h2>\n<p>Prerequisites Halcyon Spellcasting Adept; legendary in either Arcana or Nature, master in the other</p>\n<p>Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.WAWaew53zpTFVwQM] Feat 20</h2>\n<p><strong>Prerequisites</strong> Halcyon Spellcasting Initiate, Fulminating Synergy, legendary in Arcana and Nature</p>\n<hr />\n<p>You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to Cast a Spell from one of your halcyon spell slots, after that spell resolves, you can Cast another Spell as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"3B1PqqSZYQj9YXac","image":{},"name":"Hallowed Necromancer","sort":9600000,"src":null,"system":{},"text":{"content":"<p>It's quite common for mages of all sorts to study necromancy-the surprisingly diverse school holds the secrets of positive and negative energy, as well as life and death. Many tap into these powers with no consideration of the morality of their use. For these unscrupulous magic users, it's simply another avenue in their never-ending pursuit of power, and the abilities learned are turned to the caster's personal ends, whatever they may be.</p>\n<p>Others choose a different path. Through spiritual study and introspection, they have come to recognize the evil intrinsic in the existence of undead, the fundamental wrongness of using the universal energy of death to create an appearance of life. To combat this evil, these casters learn to conduct positive energy and direct it to great effect against the undead they encounter. They may also engage in ongoing study to learn of the nature of life, death, and undeath, and the precise relationship between each state. These scholars and mages are commonly known as hallowed necromancers-a slightly misrepresentative name, as many of them don't use religious methods, but a frequently used shorthand regardless.</p>\n<p>The exact origin of hallowed necromancers' abilities may vary from one to the next. Some are granted their gifts directly by a sympathetic deity such as Sarenrae or Pharasma, while others might use their knowledge of religion and the planes to learn such abilities on their own. Though rarer, it's even possible these practitioners might discover they possess an intuitive understanding and control over abilities that manifest spontaneously as their capabilities grow. Despite this variance, all share a fundamental understanding that undeath is an aberration to be quickly remedied.</p>\n<p>Though the majority of hallowed necromancers have similar goals and are willing to work together, they tend not to form their own organizations. More often, these necromancers attach themselves to existing groups-such as the Knights of Lastwall or Voices of the Spire-and use their powers in support of those groups' causes. Otherwise, they plan and carry out their own personal vendettas against the forces of undeath, often enlisting the help of trusted friends and allies.</p>\n<section class=\"info\">HALLOWED NECROMANCY IN GEB\n<p>As hallowed necromancy lacks any unified credo, its practitioners are found throughout Golarion. It's rare they make their presence known within the borders of Geb, however. Those who hide their profession usually move on to other lands and those who openly crusade against Geb's many undead quickly find themselves utterly overwhelmed.</p>\n<p>Hallowed necromancers captured in Geb might be executed only to be risen by their foes with their spellcasting ability intact but moral code absent or twisted.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.63L2iSAxkHyq6qEt] Feat 2</h2>\n<p><strong>Prerequisites</strong> good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in Religion</p>\n<hr />\n<p>You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead. You gain the <em>@UUID[Compendium.pf2e.spells-srd.4bFxUA59xeq6Snhw]</em> focus spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the @UUID[Compendium.pf2e.actionspf2e.OSefkMgojBLqmRDh] activity. You can Refocus by meditating or praying to connect yourself to conduits of positive energy. Focus spells from the hallowed necromancer archetype have the same tradition as your spell slots. Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using negative energy isn't anathema, as it serves a natural purpose, but twisting that negative energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an <em>@UUID[Compendium.pf2e.spells-srd.7Fd4lxozd11MQ55N]</em> ritual.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the hallowed necromancer archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.lyJ3pPvZAr9nRco6] Feat 4</h2>\n<p><strong>Prerequisites</strong> Hallowed Necromancer Dedication</p>\n<hr />\n<p>You've expanded your focus spellcasting to techniques used by clerics and wizards. You gain an additional focus spell, either the necromancer school spell <em>@UUID[Compendium.pf2e.spells-srd.BH3sUerzMb2bWnv1]</em> or the initial domain spell of the death domain, <em>@UUID[Compendium.pf2e.spells-srd.HG4afO9EOGEU9bZN]</em>. Increase the number of Focus Points in your focus pool by 1.</p>\n<p><strong>Special</strong> You can select this feat a second time, choosing the other initial focus spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.bJbWM6zcOeDvCOiZ] Feat 4</h2>\n<p><strong>Prerequisites</strong> Hallowed Necromancer Dedication</p>\n<hr />\n<p>Add <em>@UUID[Compendium.pf2e.spells-srd.mAMEt4FFbdqoRnkN]</em>, <em>@UUID[Compendium.pf2e.spells-srd.YvXKGlHOt7mdW2jZ]</em>, <em>@UUID[Compendium.pf2e.spells-srd.kcelf6IHl3L9VXXg]</em>, <em>@UUID[Compendium.pf2e.spells-srd.2iQKhCQBijhj5Rf3]</em>, <em>@UUID[Compendium.pf2e.spells-srd.DZ9bzXYqMjAK9TzC]</em>, <em>@UUID[Compendium.pf2e.spells-srd.9u6X9ykhzG11NK1n]</em>, and <em>@UUID[Compendium.pf2e.spells-srd.a3aQxCpoj1q1NQxC]</em> to your spell list. These are all necromancy spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. In addition, your knowledge of the conduits to the Positive Energy Plane allows you more flexibility with these spells. Choose one of these two benefits.</p>\n<ul>\n<li>If you're a prepared spellcaster, you can spend 10 minutes to replace one of the spells you've prepared with a spell of the same level from the list of sacred spells. You can do this while Refocusing.</li>\n<li>If you're a spontaneous spellcaster with the signature spells class feature, add two of the spells from the list of sacred spells to your repertoire. They are signature spells for you, in addition to your normal signature spells. When you gain the ability to cast a new level of spells, you can choose to switch the spells from this feat to any other spells from the list.</li>\n</ul>\n<h2>@UUID[Compendium.pf2e.feats-srd.hiABcPXvcYa9QccF] Feat 6</h2>\n<p><strong>Prerequisites</strong> Hallowed Necromancer Dedication</p>\n<hr />\n<p>With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the negative trait.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.4nFsGmPdWvFrwjgF] Feat 8</h2>\n<p><strong>Prerequisites</strong> Hallowed Necromancer Dedication, necromancer initial school spell or death initial domain spell</p>\n<hr />\n<p>You dig deeper into the magical tools found in wizard schools and divine domains. You gain an advanced focus spell, either the necromancer advanced school spell <em>@UUID[Compendium.pf2e.spells-srd.zvvHOQV78WKUB33l]</em> or the advanced domain spell of the death domain, <em>@UUID[Compendium.pf2e.spells-srd.J5MNC4xq3CHH31qT]</em>. Increase the number of Focus Points in your focus pool by 1. If you choose life siphon, it triggers when you expend spell slots from your class even if they aren't wizard spell slots.</p>\n<p><strong>Special</strong> You can select this feat a second time, choosing the other advanced focus spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wIAiDaNztd52ltT2] Feat 8</h2>\n<p><strong>Prerequisites</strong> Hallowed Necromancer Dedication</p>\n<hr />\n<p>You learn how to create a luminous reservoir of positive energy that you can use to punish undead who dare attack you. You gain the domain spell <em>@UUID[Compendium.pf2e.spells-srd.8XuNn0h0rHE24m3B]</em>. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.j4QSlswoBCVrPYa8] Feat 14</h2>\n<p><strong>Prerequisites</strong> Hallowed Necromancer Dedication</p>\n<hr />\n<p>Your body radiates positive energy, making your very presence disorienting to undead and encouraging them to move away from you. The effect plays upon the instincts flowing through their bodies from negative energy and can thus affect even mindless creatures. You gain an aura of positive energy in a @Template[type:emanation|distance:20]. Each undead creature that ends its turn in your aura must succeed at a Will save against your spell DC or become @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 2} on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute.</p>\n<p><strong>Special</strong> Your aura gains the trait of the magical tradition for the spells you used to qualify for Hallowed Necromancer Dedication.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"yWtwNUkGyj79Q04W","image":{},"name":"Hellknight","sort":10100000,"src":null,"system":{},"text":{"content":"<p>Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear.</p><h2 class=\"title\">Hellknight Archetypes</h2><p>The following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you haven't yet gained three feats from the @UUID[.ARYrFIOsT3JxpjDY] archetype. A character can't have both the Hellknight and @UUID[.RxDsPgPCCxEdjcVQ] archetypes.</p><h2>@UUID[Compendium.pf2e.feats-srd.oNh2vedij8xbDbph] Feat 6</h2><p><strong>Prerequisites</strong> Hellknight Armiger Dedication, lawful alignment, member of a Hellknight order, passed the Hellknight Test</p><hr /><p>You have forged your body to comply with the commands of your mind-orders steeped in the Measure and the Chain. You gain expert proficiency in Intimidation (or in another skill in which you're trained of your choice, if you were already an expert in Intimidation). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to Intimidation checks while wearing your Hellknight plate.</p><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes.</p><h2>@UUID[Compendium.pf2e.feats-srd.3XFKXB3ffeIkrQYe] Feat 8</h2><p><strong>Prerequisites</strong> Hellknight Dedication</p><hr /><p>You sense chaos as an unsettling feeling of nervous energy. When in the presence of an aura of chaos that is powerful or overwhelming, you eventually detect the aura, though you might not do so instantly and you can't pinpoint the location. This is a vague sense, similar to humans' sense of smell. A chaotic creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is temporarily immune to your Sense Chaos for 1 day.</p><h2>@UUID[Compendium.pf2e.feats-srd.tBfalnbUZLkG9gs1] Feat 12</h2><p><strong>Prerequisites</strong> Hellknight Dedication</p><hr /><p>You call upon the power of law and make a weapon or unarmed Strike against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The Strike deals two extra weapon damage dice if the target of your Strike is chaotic. Whether or not the target is chaotic, you can convert the physical damage from the attack into lawful damage.</p><h2>@UUID[Compendium.pf2e.feats-srd.J5s7NeFHYuFSdhrX] Feat 12</h2><p><strong>Prerequisites</strong> Hellknight Dedication</p><hr /><p>You've trained with your order's weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order's weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Hellknight plate as well.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ARYrFIOsT3JxpjDY","image":{},"name":"Hellknight Armiger","sort":10150000,"src":null,"system":{},"text":{"content":"<p>You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.qhs0mWbaLKsdckZX] Feat 2</h2>\n<div><strong>Prerequisites</strong> member of a Hellknight order, trained in heavy armor as well as your order's favored weapon</div>\n<div><strong>Access</strong> You are from Old Cheliax.</div>\n<hr />\n<p>Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in Intimidation and Hell Lore; if you were already trained, you become an expert instead.</p>\n<p><strong>Special</strong> You can't select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.iKOcwFCbNX1a2OFT] Feat 4</h2>\n<p><strong>Prerequisites</strong> Hellknight Armiger Dedication</p>\n<hr />\n<p>You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against mental effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, Making an Impression on you, or Making a Request of you.</p>\n<p>If a mental effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.WxL8NMW9JQ5igu0C] Feat 4</h2>\n<div><strong>Prerequisites</strong> Hellknight Armiger Dedication</div>\n<div><strong>Trigger</strong> Your turn begins and you can observe a devil.</div>\n<hr />\n<p>Your Hellknight training drilled details of Hell's denizens deep into your mind. Make an attempt to Recall Knowledge about a devil you're observing. If you roll a critical failure on this check, you get a failure instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.gqQK7dDrGPkQDfQQ] Feat 4</h2>\n<p><strong>Prerequisites</strong> Hellknight Armiger Dedication</p>\n<hr />\n<p>Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Olx796SgBbHUFeHc] Feat 8</h2>\n<p><strong>Prerequisites</strong> expert in heavy armor, Hellknight Armiger Dedication</p>\n<hr />\n<p>You've learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.AgMFfp6fdNZ1mAxn] Feat 8</h2>\n<p><strong>Prerequisites</strong> Hellknight Armiger Dedication</p>\n<hr />\n<p>You gain the lesser order benefit for the Hellknight order to which you belong.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.KvKg9pBOpk2oLeO1] Feat 12</h2>\n<p><strong>Prerequisites</strong> Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication</p>\n<hr />\n<p>You gain the greater order benefit for the Hellknight order to which you belong.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.iFEecf9o6uhJxWcG] Feat 12</h2>\n<p><strong>Prerequisites</strong> Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication</p>\n<hr />\n<p>You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training.</p>\n<p><strong>Special</strong> You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"RxDsPgPCCxEdjcVQ","image":{},"name":"Hellknight Signifer","sort":10200000,"src":null,"system":{},"text":{"content":"<p>Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts.</p><h2 class=\"title\">Hellknight Archetypes</h2><p>The following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you haven't yet gained three feats from the @UUID[.ARYrFIOsT3JxpjDY] archetype. A character can't have both the @UUID[.yWtwNUkGyj79Q04W] and Hellknight signifer archetypes.</p><h2>@UUID[Compendium.pf2e.feats-srd.62hpJOuvYYSa4X7u] Feat 6</h2><p><strong>Prerequisites</strong> spellcasting class feature, Hellknight Armiger Dedication, lawful alignment, member of a Hellknight order, passed the Hellknight Test</p><hr /><p>You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifer mask, often devoid of eyeholes or other decorative features. The mask doesn't obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer's mask, you gain +1 circumstance bonus to Deception checks to Lie, Intimidation checks, and Deception DCs against Sense Motive. You gain expert proficiency in Intimidation (or in another skill in which you're trained of your choice, if you were already an expert in Intimidation) as well as in your choice of Arcana, Nature, Occultism, or Religion.</p><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the @UUID[.RxDsPgPCCxEdjcVQ] or @UUID[.ARYrFIOsT3JxpjDY] archetypes.</p><h2>@UUID[Compendium.pf2e.feats-srd.4xeDjt8eARzAGARP] Feat 8</h2><div><p><strong>Requirements</strong> You are wearing your signifer's mask.</p></div><div><p><strong>Trigger</strong> You begin Casting a Spell.</p></div><hr /><p>You harness the magical energy flowing through your eyeless mask to effortlessly protect you from visual effects. You Avert your Gaze.</p><h2>@UUID[Compendium.pf2e.feats-srd.MgLUbsvAkIA4fsZW] Feat 10</h2><p><strong>Prerequisites</strong> Hellknight Signifer Dedication, ability to cast focus spells</p><hr /><p>You can channel your mask's power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the glimpse the truth cleric domain spell as a divine focus spell.</p><h2>@UUID[Compendium.pf2e.feats-srd.TyjW9VGtlH0Zkm0I] Feat 10</h2><p><strong>Prerequisites</strong> Hellknight Signifer Dedication</p><hr /><p>The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer's mask, you gain darkvision. Additionally, if you are dazzled while wearing your signifer's mask and the target is concealed only because you are dazzled, you reduce the flat check DC to target that creature from 5 to 3.</p><h2>@UUID[Compendium.pf2e.feats-srd.wDo5dsSmyJqfmPgj] Feat 12</h2><p><strong>Prerequisites</strong> Hellknight Signifer Dedication</p><hr /><p>You've spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well. If you have expert proficiency in any armor or unarmored defense, you also gain expert proficiency in medium and heavy armor.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Rrjz5tMJtyVEQnh8","image":{},"name":"Herbalist","sort":10400000,"src":null,"system":{},"text":{"content":"<p>The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5CRt5Dy9eLv5LpRF] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Nature, Natural Medicine</p>\n<hr />\n<p>You can create remedies and other herbal products. You gain the basic alchemy benefits, though they apply only for herbal items: alchemical items with the healing trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.</p>\n<p>You become an expert in Nature and can use Nature instead of Crafting to Craft herbal items. You don't need to be trained in Crafting or have the Alchemical Crafting feat to do so, and you can use healer's tools instead of alchemist's tools.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Herbalist archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.cmuvvPJvt2R16vGe] Feat 4</h2>\n<p><strong>Prerequisites</strong> Herbalist Dedication, expert in Nature</p>\n<hr />\n<p>When using Natural Medicine to Treat Wounds, you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.4BbfHsGPRHPHfIGY] Feat 4</h2>\n<p><strong>Prerequisites</strong> Herbalist Dedication</p>\n<hr />\n<p>When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the oil trait (but remains alchemical, not magical) and loses the elixir and ingested traits. You can apply a poultice by Interacting with one hand. When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of persistent acid, bleed, or fire damage, with the DC reduction from appropriate assistance.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.BQzExsEZrwGsJD66] Feat 6</h2>\n<p><strong>Prerequisites</strong> Herbalist Dedication, trained in Survival</p>\n<hr />\n<p>During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive, so you can't include another additive without spoiling the item.</p>\n<ul>\n<li>Aquatic Gain a +1 circumstance bonus to Fortitude saves.</li>\n<li>Arctic For 1 hour, treat environmental cold effects as if they were one step less severe.</li>\n<li>Desert For 1 hour, treat environmental heat effects as if they were one step less severe.</li>\n<li>Forest Gain a +2 circumstance bonus to saves against disease and poison effects.</li>\n<li>Mountain Gain a +1 circumstance bonus to Reflex saves.</li>\n<li>Plains Gain a +1 circumstance bonus to Will saves.</li>\n<li>Swamp Remove one source of persistent bleed damage.</li>\n<li>Underground Gain a +1 circumstance bonus to Perception.</li>\n</ul>\n<h2>@UUID[Compendium.pf2e.feats-srd.owJorCBZmUi5lIV0] Feat 6</h2>\n<p><strong>Prerequisites</strong> Herbalist Dedication, expert in Nature</p>\n<hr />\n<p>Your advanced alchemy level for herbalism increases to your level - 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"M5QOocGyP4zkMo9m","image":{},"name":"Horizon Walker","sort":10600000,"src":null,"system":{},"text":{"content":"<p>Many long for the open road, but you prefer the trackless wild. You can find safe passage through the most inhospitable terrain in the world-icecaps, deserts, and similar environs are where you're comfortable. Your talents open untrod paths for you and help guide others through the wilderness.</p>\n<p><strong>Additional Feats</strong> 10th @UUID[Compendium.pf2e.feats-srd.y2XeMe1F18lIyo59], @UUID[Compendium.pf2e.feats-srd.VKNxblSUxYXQYlLr]; 12th @UUID[Compendium.pf2e.feats-srd.oD4JyvTJj4kwe5vb]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pZMBq7gn66SEEA0n] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Survival</p>\n<hr />\n<p>You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat. When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures Follow the Expert with you as a guide in your favored terrain, they gain both the ability to ignore non-magical difficult terrain for the purpose of their travel Speed and the bonus to travel Speed.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Horizon Walker archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.uhU0KajD09h5bw4e] Feat 4</h2>\n<p><strong>Prerequisites</strong> Horizon Walker Dedication</p>\n<hr />\n<p>Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on).</p>\n<p>When other creatures Follow the Expert with you as a guide in your favored terrain, they too treat temperature effects as one step less severe.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.HRVCODLOrhjRDtGb] Feat 4</h2>\n<p><strong>Prerequisites</strong> Horizon Walker Dedication, expert in Acrobatics and Athletics</p>\n<hr />\n<p>You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as Acrobatics checks to Balance on ice, Athletics checks to Swim in rough water, Acrobatics checks to Fly in windy conditions, and so forth.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.eHvJqBHYqx7UjpPg] Feat 6</h2>\n<p><strong>Prerequisites</strong> Horizon Walker Dedication</p>\n<hr />\n<p>You spot anything out of place in the areas you know best. While in your favored terrain, you always gain the benefits of the Scout exploration activity, even if you are performing another exploration activity. If you're legendary in Survival, you gain these benefits in any terrain.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.DPaZurhC9uyIWPcu] Feat 10</h2>\n<p><strong>Prerequisites</strong> Horizon Walker Dedication</p>\n<hr />\n<p>When an obstacle bars your path, you pull a trick from your sleeve to overcome it. You can cast darkvision, spider climb, and 4th-level water breathing as innate primal spells, each once per day.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.VN3OHDYcnLaw0nW1] Feat 12</h2>\n<p><strong>Prerequisites</strong> Horizon Walker Dedication</p>\n<hr />\n<p>Natural obstacles pose no obstacle to you. You gain the ranger's wild stride class feature. This allows you to ignore the effects of all non-magical difficult terrain, treat greater difficult terrain as merely difficult terrain, and gives you an additional benefit from Favored Terrain based on the terrain.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"mmB3EkkdCpLke7Lk","image":{},"name":"Investigator","sort":10800000,"src":null,"system":{},"text":{"content":"<p>You've developed a keen eye for investigating mysteries.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.CZXhJS55rG5H6PpB] Feat 2</h2>\n<p><strong>Prerequisites</strong> Intelligence 14</p>\n<hr />\n<p>You gain the on the case class feature, which grants you both the @UUID[Compendium.pf2e.actionspf2e.xTK2zsWFyxSJvYbX] activity and @UUID[Compendium.pf2e.actionspf2e.25WDi1cVUrW92sUj] reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the investigator archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.X0NFLIn1bqj6bnd0] Feat 4</h2>\n<p><strong>Prerequisites</strong> Investigator Dedication</p>\n<hr />\n<p>You gain a 1st- or 2nd-level investigator feat of your choice.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7XcQ8Ygz5cubGxdC] Feat 4</h2>\n<p><strong>Prerequisites</strong> Investigator Dedication</p>\n<hr />\n<p>You play out battles in your head, allowing you to strike when the time is right. You gain the Devise a Stratagem action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.L1rCuwsCKWd9zlS3] Feat 6</h2>\n<p><strong>Prerequisites</strong> Basic Deduction</p>\n<hr />\n<p>You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level.</p>\n<p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another investigator feat.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Ig431EeRy3FKMmMq] Feat 6</h2>\n<p><strong>Prerequisites</strong> Investigator Dedication</p>\n<hr />\n<p>You can recall all sorts of information. You gain the keen recollection class feature.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.v4O6eDiSOkzQZHmT]{Skill Mastery} Feat 8</h2>\n<p><strong>Prerequisites</strong> Investigator Dedication, trained in at least one skill and expert in at least one skill</p>\n<hr />\n<p>Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.</p>\n<p><strong>Special</strong> You can select this feat up to five times.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.t8CAK8ylu23PUxbn] Feat 12</h2>\n<p><strong>Prerequisites</strong> Investigator Dedication, expert in Perception</p>\n<hr />\n<p>Your proficiency rank in Perception increases to master.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"NaG4fy33coUdSFtH","image":{},"name":"Jalmeri Heavenseeker","sort":11000000,"src":null,"system":{},"text":{"content":"<p>Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven. These individuals devote themselves to the esoteric mysteries of the sky.</p>\n<p>You can select the dedication feat for the Jalmeri Heavenseeker archetype even if you haven't yet gained three feats from the @UUID[Compendium.pf2e.journals.vx5FGEG34AxI2dow.JournalEntryPage.EwlYs1OzaMj9BB5I]{Student of Perfection} archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Ze9vb0wlRmWWqnXC] Feat 4</h2>\n<p><strong>Prerequisites</strong> Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven</p>\n<hr />\n<p>You become trained in either Acrobatics or Occultism; if you were already trained in both these skills, you become an expert in one of them instead. You gain either the @UUID[Compendium.pf2e.feats-srd.yA9tsWT9uzL2REnw] or @UUID[Compendium.pf2e.feats-srd.3a07jkWezSuORSpS] monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. If you already have both feats, you can instead choose a single 1st‐level monk feat.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you gain two other feats from the Jalmeri Heavenseeker or Student of Perfection archetypes.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.qJdbK8vgIqeHU7bu] Feat 6</h2>\n<p><strong>Prerequisites</strong> Jalmeri Heavenseeker Dedication</p>\n<hr />\n<p>Until the end of your next turn, your unarmed attacks and any monk weapons you wield deal additional electricity and sonic damage; the amount of each damage type is equal to the number of damage dice for the weapon or unarmed attack. Any creature who successfully Grapples you or is successfully Grappled by you takes this damage immediately after the Grapple check is resolved (using the number of damage dice of your unarmed attack to determine the damage dealt).</p>\n<p>If you also know the <em>ki blast</em> ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (<em>ki blast</em> loses the force trait and gains the electricity or sonic trait instead).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UjEeHamC2C8JfgJz] Feat 6</h2>\n<p><strong>Prerequisites</strong> Jalmeri Heavenseeker Dedication</p>\n<p><strong>Requirements</strong> You're unarmored.</p>\n<hr />\n<p>Your jagged blows are like lightning. The only Strikes you can make are skyward slash unarmed attacks. These unarmed attacks deal 1d10 slashing damage; are in the brawling group; and have the nonlethal, unarmed, and versatile P traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.gepQGtV8Ftr0JJ6O] Feat 8</h2>\n<p><strong>Prerequisites</strong> Sky and Heaven Stance</p>\n<p><strong>Requirements</strong> You're in Sky and Heaven Stance.</p>\n<hr />\n<p>You Leap toward an opponent. At any point in the Leap, you can make a single Strike against a creature within your reach. At 12th level, if you hit with this Strike, instead of finishing your Leap, you can immediately attempt a second Leap from the space where you struck the target of your Strike. You can make a single Strike against a target within your reach during this second Leap as well. At 16th level, you can attempt a third Leap if your second Strike hits, and you can attack a target at any point during this third Leap. All Leaps made during this activity gain a +10‐foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.DFtbxytrOrmkQRfm] Feat 10</h2>\n<p><strong>Prerequisites</strong> Jalmeri Heavenseeker Dedication</p>\n<hr />\n<p>You can take away the air that keeps a flying foe aloft. You gain the <em>@UUID[Compendium.pf2e.spells-srd.zoY0fQYTF1NzezTg]</em> ki spell. Increase the number of Focus Points in your focus pool by 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.bTNgHDqzfoqOLWu3] Feat 12</h2>\n<p><strong>Prerequisites</strong> Jalmeri Heavenseeker Dedication</p>\n<hr />\n<p>You gain the <em>@UUID[Compendium.pf2e.spells-srd.Zvg0FWzClGbzucFd]</em> ki spell. Increase the number of Focus Points in your focus pool by 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8YSwzLNlmBLoEyUj] Feat 20</h2>\n<p><strong>Prerequisites</strong> Sky and Heaven Stance</p>\n<p><strong>Requirements</strong> You're in Sky and Heaven Stance.</p>\n<hr />\n<p>You Stride up to your Speed, and your ki enshrouds your limbs in terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. At the end of your movement, make up to three Strikes against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you've made all your attacks. Instead of the usual slashing or piercing damage, the damage for these Strikes is either electricity or sonic, as you choose with each Strike. If you successfully hit with all three Strikes, the target is Drained 3.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"bQeLZt29NnHEn6fh","image":{},"name":"Juggler","sort":11200000,"src":null,"system":{},"text":{"content":"<p>You're a skilled performer, with impressive balance and coordination that help you greatly in battle.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.mNsNl6w3l5rXx8dL] Feat 2</h2>\n<p><strong>Prerequisites</strong> Dexterity 14</p>\n<hr />\n<p>You become trained in Performance; if you were already trained in Performance, you instead become trained in a skill of your choice. You also gain the @UUID[Compendium.pf2e.feats-srd.AYb8PmGJ37HwIMwj] skill feat, even if you don't meet its prerequisites.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained one other feat from the juggler archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.lYVAGuHU47Ixyuxy] Feat 4</h2>\n<div><strong>Prerequisites</strong> Juggler Dedication</div>\n<div><strong>Trigger</strong> Your turn begins.</div>\n<hr />\n<p>You continue Juggling until the end of your next turn. Increase the maximum number of items you can Juggle by one.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.otLs7XzMXR1cZKGe] Feat 4</h2>\n<p><strong>Prerequisites</strong> expert in Performance, Juggler Dedication</p>\n<hr />\n<p>When you start to Juggle or add another item to those you are Juggling, you add two items instead of one. Increase the maximum number of items you can Juggle by one.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.irDFSzKCaF4ux3bx] Feat 4</h2>\n<div><strong>Prerequisites</strong> expert in Acrobatics, Juggler Dedication</div>\n<div><strong>Requirements</strong> The item or thrown weapon is of a Bulk you can Juggle. If the trigger was a thrown weapon attack targeting you, you can't be flat-footed to the attack. If you were already Juggling, you can't be Juggling your maximum number of items.</div>\n<div><strong>Trigger</strong> An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon.</div>\n<hr />\n<p>You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the concentrate and manipulate traits.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.XkmrLhyAoxQTLnza] Feat 8</h2>\n<div><strong>Prerequisites</strong> master in Performance, Juggler Dedication</div>\n<div><strong>Requirements</strong> You are Juggling a thrown weapon.</div>\n<hr />\n<p>You make a thrown ranged Strike with the required weapon, using the weapon's normal range increment. This attack doesn't trigger reactions, and if the target has never seen you use this feat before, the target is flat-footed against this attack.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.2LdncNMDNJW5Oeyu] Feat 16</h2>\n<div><strong>Prerequisites</strong> legendary in Performance, Juggler Dedication</div>\n<div><strong>Requirements</strong> You are Juggling a thrown weapon.</div>\n<div><strong>Trigger</strong> A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.</div>\n<hr />\n<p>You make a thrown ranged Strike with the required weapon against the triggering creature. If you critically succeed and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count against your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"OcioDiLTdgzvT8VX","image":{},"name":"Knight Reclaimant","sort":11400000,"src":null,"system":{},"text":{"content":"<p>Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival.</p>\n<h2 class=\"title\">Knights of Lastwall Archetypes</h2>\n<p>The following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the Lastwall sentry archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes' feats fulfills the @UUID[Compendium.pf2e.feats-srd.bWYnjNa2RknMoibg]'s special requirement despite not being from the Lastwall sentry archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.H86VNC6cNWhBI8Ed] Feat 6</h2>\n<p><strong>Prerequisites</strong> trained in Survival and Stealth, any non-evil alignment, member of the Knights of Lastwall of knight rank</p>\n<hr />\n<p>You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers. You gain expert proficiency in Stealth and Survival. Whenever you roll a success on a saving throw against an undead's special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead's innate spells (but not its prepared or spontaneous spells).</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.tH5w8vIfFCFNVP7T] Feat 8</h2>\n<p><strong>Prerequisites</strong> Knight Reclaimant Dedication</p>\n<hr />\n<p>You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the <em>@UUID[Compendium.pf2e.spells-srd.AsKLseOo8hwv5Jha]</em> focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.n7LTwKUSATLaQ9FD] Feat 8</h2>\n<p><strong>Prerequisites</strong> Knight Reclaimant Dedication</p>\n<hr />\n<p>You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions. If you roll a success on a saving throw against such an effect, you get a critical success instead; if you roll a critical failure, you get a failure instead. This does not apply to unnatural events created or directed by active effects, such as spells that create anomalous weather or hazardous areas.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.WO23FvCo8IYVB5RF] Feat 12</h2>\n<p><strong>Prerequisites</strong> Knight Reclaimant Dedication</p>\n<hr />\n<p>You call upon the Crimson Oath to smite undead and then make a weapon or unarmed Strike against an undead foe. The Strike deals two extra weapon damage dice, and you can convert all the physical damage from the attack into positive damage.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.xmccXo6U7P0IMM3z] Feat 12</h2>\n<p><strong>Prerequisites</strong> Knight Reclaimant Dedication, master proficiency in a weapon</p>\n<hr />\n<p>Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses. When you make an attack using a weapon with which you have master proficiency and hit an undead creature, you ignore 5 points of the creature's resistances, and the undead's weaknesses are 2 higher against your attack.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"57rElfZ9sWKFQ8Ep","image":{},"name":"Knight Vigilant","sort":11600000,"src":null,"system":{},"text":{"content":"<p>Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor.</p>\n<h2 class=\"title\">Knights of Lastwall Archetypes</h2>\n<p>The following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the Lastwall sentry archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes' feats fulfills the @UUID[Compendium.pf2e.feats-srd.bWYnjNa2RknMoibg]'s special requirement despite not being from the Lastwall sentry archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.1YFrl8I6ZGo7BIM9]{Knight Vigilant} Feat 6</h2>\n<p><strong>Prerequisites</strong> trained in Religion, any good alignment, member of the Knights of Lastwall of knight rank</p>\n<hr />\n<p>You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in Religion. When you are between an ally and a foe and would provide lesser cover to your ally against the foe's attacks, you twist to become even more obtrusive, providing standard cover instead.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.VqzXfdbQQ2e8Hndr] Feat 8</h2>\n<p><strong>Prerequisites</strong> Knight Vigilant, expert in Will saves</p>\n<hr />\n<p>Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against fear effects and emotion effects that inflict despair. When you would gain the fleeing condition, you can choose to stand your ground and be stunned for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8d3QxoKmqSkB9Mcj] Feat 10</h2>\n<div><strong>Prerequisites</strong> Knight Vigilant, expert in medium or heavy armor</div>\n<div><strong>Requirements</strong> You are wearing medium or heavy armor in which you have expert proficiency.</div>\n<div><strong>Trigger</strong> An undead hits you with an unarmed attack.</div>\n<hr />\n<p>Your conviction redirects the undead's attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to negative damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead's natural attack; if you succeed at the saving throw, you get a critical success instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Zn2ySapQ2gtgyWgW] Feat 12</h2>\n<p><strong>Prerequisites</strong> Knight Vigilant, Shield Block, master in Religion</p>\n<p><strong>Requirements</strong> You are wielding a shield.</p>\n<hr />\n<p>Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction:</p>\n<h3>@UUID[Compendium.pf2e.actionspf2e.S9PZFOVe7zhORkUc]</h3>\n<p><strong>Trigger</strong> An enemy casts a spell that targets you or an ally within 15 feet of you</p>\n<hr />\n<p>You interpose your shield's ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.XgUQ6Tm9LKxcZGHW] Feat 12</h2>\n<p><strong>Prerequisites</strong> Knight Vigilant; expert in light armor, medium armor, or unarmored defense; trained in heavy armor</p>\n<hr />\n<p>As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"pg9fG1ikcgJZRWlk","image":{},"name":"Lastwall Sentry","sort":11800000,"src":null,"system":{},"text":{"content":"<p>While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.bWYnjNa2RknMoibg] Feat 2</h2>\n<p><strong>Prerequisites</strong> member of the Knights of Lastwall, Shield Block</p>\n<p><strong>Access</strong> You are from the Eye of Dread region.</p>\n<hr />\n<p>You've sworn yourself as a sentry for the Knights of Lastwall, the first line of defense against incursions by the Whispering Tyrant throughout Golarion. You become trained in Athletics and in Undead Lore; if you were already trained, you become an expert instead. Finally, you gain the Reactive Shield fighter feat.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Lastwall sentry archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.FVDozRTuCQQzD97D] Feat 4</h2>\n<p><strong>Prerequisites</strong> Lastwall Sentry Dedication, expert in Perception</p>\n<hr />\n<p>You've learned how to spot danger at a distance, allowing you to serve as a sentry with ease. You gain a +2 circumstance bonus to initiative rolls when using Perception, and when you're Scouting, you grant your allies a +2 circumstance bonus instead of +1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.MnqDDUekqd40HTZc] Feat 4</h2>\n<p><strong>Prerequisites</strong> Lastwall Sentry Dedication</p>\n<hr />\n<p>As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to negative damage equal to half your level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wscmghwNCXvZtKsz] Feat 4</h2>\n<p><strong>Prerequisites</strong> Lastwall Sentry Dedication</p>\n<hr />\n<p>Any shield you wield gains the shove trait. When you @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731] using a shield and Stride as part of that action, you can move an additional 5 feet to either side of the creature you Shoved. In addition, if you are in the @UUID[Compendium.pf2e.feats-srd.6GN1zh3RcnZhrzxP] and successfully Shove a creature using a shield that you wield two-handed, you can increase the distance of your Shove to 10 feet.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.eXNkcM7gtCGC7udi] Feat 6</h2>\n<p><strong>Prerequisites</strong> Lastwall Sentry Dedication</p>\n<hr />\n<p>Your time spent hunting the undead allows you to sense them. You sense undead as a vague sense similar to a human's sense of smell, an uncomfortable sensation akin to smelling something cloying and rotting. When in proximity to the undead, you eventually sense their presence, though you might not do so instantly, and you can't pinpoint their location. An undead using a disguise or otherwise trying to hide its presence must attempt a Deception check against your Perception DC to hide its presence from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Grave Sense for 1 day.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.PcDvw2vWTzBEIX7k] Feat 8</h2>\n<p><strong>Prerequisites</strong> Necromantic Resistance</p>\n<hr />\n<p>Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.V5Y9r31BCTaCiNzi] Feat 10</h2>\n<p><strong>Prerequisites</strong> Lastwall Sentry Dedication</p>\n<hr />\n<p>You use your shield to protect your allies, not just yourself, especially against the undead. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you, in addition to its usual trigger. If you do, the shield prevents that ally from taking damage instead of you, following the normal rules for a Shield Block.</p>\n<p>If an undead makes an attack against an ally within 10 feet, you can Step to become adjacent to your ally and then use Shield Block as part of the same reaction.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"r43lPEEL7WHOZjHL","image":{},"name":"Lich","sort":12000000,"src":null,"system":{},"text":{"content":"<p>The path to lichdom is long and winding, with many pitfalls that overcome all but the most accomplished and precise spellcasters. Despite the trials you underwent and decades spent sequestered away with magical tomes, you know with every fiber of your being that it's all been worth it. You devised a unique and incredibly evil ritual to tear your soul from your body, and you painstakingly crafted a receptacle to house your freed soul. Immortality now lies within your grasp.</p>\n<p>Becoming a lich requires much more than just magical knowledge. It demands fierce intelligence, bold ingenuity, incredible determination, unending patience, and a strict adherence to perfection, along with incredible skill as an artisan, for each lich must create their own soul cage. A mispronounced word or flaw in the construction of your soul cage would end not in immortality but ignominious death. You have all these skills in abundance and now, with your ascension, you've proven your superiority beyond a shadow of a doubt.</p>\n<p>As a lich, you understand better than any the power and potential of magic. Many liches strive to increase their magical skills and foil the magic of any who dare oppose them. Others delve so deeply into necromantic arts and foul rituals that their flesh can burn the living, causing biological processes to falter and filling those who behold them with uncontrollable fear.</p>\n<p>Regardless of what paths they pursue, nearly all liches are obsessed with their soul cage, spending untold hours and a veritable fortune to protect it, surrounding it with magical and mundane hazards, and guarding it with powerful, loyal defenders. Some liches prefer to secure their soul cage through obscurity rather than force, enshrouding it in magical abjurations or illusions to hide it from prying eyes. The most gifted crafters among liches tinker and improve their soul cage over time, rendering it nigh indestructible. This is a dangerous proposition, undertaken by only the most confident and arrogant magical engineers, as physically altering one's soul cage could have unintended consequences on its function. Many wizard liches instead learn to tap into the soul cage's magical energy from afar to fuel their own spellcasting.</p>\n<p><strong>Additional Feats</strong>: 14th @UUID[Compendium.pf2e.feats-srd.AXy4A7zTYk1JAiOV]</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.peUBtdoG5LyVaf5g] Feat 12</h2>\n<p><strong>Prerequisites</strong> living creature, ability to cast 6th-level or higher spells from spell slots, expert in Crafting, completed ritual to become a lich and crafted a soul cage</p>\n<hr />\n<p>After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the undead trait and the @UUID[Compendium.pf2e.ancestryfeatures.SAbzItAI4uwbdnQk]. Your undead craving is for knowledge. You gain a unique soul cage—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the lich archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.0S92aZtljjTAwLdO] Feat 14</h2>\n<p><strong>Prerequisites</strong> Lich Dedication, Drain Bonded Item, spellbook</p>\n<hr />\n<p>You make your soul cage into your bonded item, allowing you to harness its abundant magical energy. Once per day, when you use Drain Bonded Item, you can choose any spell in your spellbook that you can cast, even if you haven't prepared or cast it that day. Your soul cage doesn't need to be on your person for you to use Drain Bonded Item. If your soul cage is broken or destroyed, you can't use Drain Soul Cage. Even if you can Drain Bonded Item more than once per day, for instance if you are a universalist wizard, you can still only choose a spell you haven't prepared and cast once per day.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.45F4nNN8gxoBdSnk] Feat 14</h2>\n<p><strong>Prerequisites</strong> Lich Dedication</p>\n<hr />\n<p>You wreathe your soul cage in an ever-growing collection of obfuscating illusions and protective abjurations to hide it from your enemies. You disguise the soul cage as any non-magical object of the same Bulk, and it gains the effects of the magic aura and nondetection spells. The effects have unlimited durations, are heightened to half your level rounded up, and use your spell DC against any attempt to counteract them. The magic aura makes your soul cage appear non-magical. You can ignore the effects of any of these spells when dealing with your own soul cage. You are mentally alerted whenever your soul cage is damaged.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.matJDIUDvgaJqyiF] Feat 14</h2>\n<p><strong>Prerequisites</strong> Lich Dedication</p>\n<hr />\n<p>Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the @UUID[Compendium.pf2e.ancestryfeatures.YGk41WV42aTM7CQV]. The damage die for your fist increases to 1d6 instead of 1d4, it deals negative damage instead of bludgeoning damage, and it loses the nonlethal trait. Your fist becomes magical. When you critically hit a living creature with your fist Strike, the creature is slowed 1 until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. This is a critical specialization effect.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.X5LxcrZbjHfmX58a] Feat 16</h2>\n<p><strong>Prerequisites</strong> Lich Dedication, legendary in Crafting</p>\n<hr />\n<p>Your constant efforts to augment and perfect your soul cage have bolstered its efficiency. Your soul cage has Hardness equal to your level and HP equal to four times your level. The time it takes your soul cage to rebuild your body is reduced to 1d6 days rather than 1d10 days. At 20th level, the time it takes your soul cage to rebuild your body is reduced to 2d12+12 hours.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.XRCqj74dG27MHNxQ] Feat 16</h2>\n<p><strong>Prerequisites</strong> Lich Dedication, legendary in Crafting</p>\n<hr />\n<p>Inspired by the degenerate demiliches your kind sometimes devolves into, you've embedded a gem into your brow, fusing it to your necrotic flesh. This gem has been specially calibrated to hold one of the following spells: <em>@UUID[Compendium.pf2e.spells-srd.yrZA4k2VAqEP8xx7]</em>, <em>@UUID[Compendium.pf2e.spells-srd.r784cIz17eWujtQj]</em>, or <em>@UUID[Compendium.pf2e.spells-srd.uqlxMQQeSGWEVjki]</em>. You must decide which spell your gem contains when you take this feat; changing the spell requires retraining the feat. Once per day, you can drain the gem's magical energy to Cast the Spell without spending a spell slot. At 18th level, you can heighten whichever spell you chose to 7th level. At 20th level, you can heighten whichever spell you chose to 8th level; regardless of which spell you chose, you can instead drain the gem's magical energy to cast an 8th-level spell turning without spending a spell slot.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5JG0kjxukERBeayd] Feat 18</h2>\n<p><strong>Prerequisites</strong> Lich Dedication, master in Intimidation</p>\n<hr />\n<p>You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC.</p>\n<hr />\n<p><strong>Success</strong> The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute.</p>\n<p><strong>Failure</strong> The creature is frightened 1.</p>\n<p><strong>Critical Failure</strong> The creature is frightened 2.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"mtc5frNxUHORGscz","image":{},"name":"Linguist","sort":12200000,"src":null,"system":{},"text":{"content":"<p>Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.u6SDVWbzHnBBPNMo] Feat 2</h2>\n<p><strong>Prerequisites</strong> You speak at least three languages.</p>\n<hr />\n<p>You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Linguist archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.B4nuabUvA1rk7Hej] Feat 4</h2>\n<p><strong>Prerequisites</strong> Linguist Dedication, expert in Society</p>\n<hr />\n<p>You use multiple languages to create and break codes. You gain a +1 circumstance bonus to Decipher Writing. If another creature attempts to Decipher Writing you encoded, they take a -2 circumstance penalty unless they speak all the languages you used when you created the writing.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Wsrw68pklQyaScMX] Feat 4</h2>\n<p><strong>Prerequisites</strong> Linguist Dedication, expert in Society</p>\n<hr />\n<p>You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them. Memorizing long sequences of words remains just as difficult as it is normally.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jsXDbQAAH3yMchPU] Feat 4</h2>\n<p><strong>Prerequisites</strong> Linguist Dedication</p>\n<p><strong>Trigger</strong> Another creature within 60 feet uses a linguistic effect in a language you understand.</p>\n<hr />\n<p>You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.TZASOwBqVveGjw77] Feat 6</h2>\n<p><strong>Prerequisites</strong> Linguist Dedication, expert in Deception and Society</p>\n<hr />\n<p>You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance bonus to your Deception checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Crd3qMecF9FYHjuH] Feat 7</h2>\n<p><strong>Prerequisites</strong> Linguist Dedication, master in Society</p>\n<hr />\n<p>All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they must attempt a Deception, Society, or appropriate Lore check against your Society DC, providing you a false minor fact consistent with their assumed identity on a success.</p>\n<p>Once you've gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your Diplomacy and Deception checks with them.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.sbYDDDUWYN6Qx71k] Feat 8</h2>\n<p><strong>Prerequisites</strong> Linguist Dedication</p>\n<hr />\n<p>Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret Society check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"COTDddn4psjIoWry","image":{},"name":"Lion Blade","sort":12400000,"src":null,"system":{},"text":{"content":"<p>You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.zNxbsYgQgPVxdTLV] Feat 2</h2>\n<div><strong>Prerequisites</strong> member of the Lion Blades, trained in Performance</div>\n<div><strong>Access</strong> You are from Taldor.</div>\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<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Lion Blade archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.d8RfatiK9UOQANLz] Feat 4</h2>\n<p><strong>Prerequisites</strong> Lion Blade Dedication</p>\n<hr />\n<p>You've learned how to move as one with crowds and hide among them, vanishing into a busy street in the blink of an eye. You move at full Speed in crowds and can use cover from crowds to Hide and Sneak, gaining a +2 circumstance bonus on your Stealth checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your Stealth checks when in a crowd of at least 100 creatures.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.DR6vessIpXTLM6Xa] Feat 6</h2>\n<p><strong>Prerequisites</strong> Lost in the Crowd</p>\n<hr />\n<p>You use the crowd to your advantage, diverting your foes' attention to potential hidden dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.0Gao1ez4dGH6dIZ2] Feat 6</h2>\n<div><strong>Prerequisites</strong> Lion Blade Dedication</div>\n<div><strong>Requirements</strong> You are unarmored or wearing light armor.</div>\n<hr />\n<p>You advance and retreat quickly. You gain a +10-foot status bonus to your speed.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.2xxFg9yRuCDpME3z] Feat 10</h2>\n<p><strong>Prerequisites</strong> Lion Blade Dedication</p>\n<hr />\n<p>You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a divination or mental effect, you can Identify Magic to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. If you successfully identify a divination effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a mental effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SyxXnSk2R0AM9HSn] Feat 12</h2>\n<p><strong>Prerequisites</strong> Lion Blade Dedication</p>\n<hr />\n<p>You use your movements and disguises to make yourself a flickering blur. You gain concealment until your next turn. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to Hide.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"PpoPRKuwanrnhd0Y","image":{},"name":"Living Monolith","sort":12600000,"src":null,"system":{},"text":{"content":"<p>You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical ka stone to finalize your oaths.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.c4ao7b2T92fiM8jR] Feat 2</h2>\n<div><strong>Prerequisites</strong> Ancient Osiriani and Sphinx languages, trained in Crafting</div>\n<div><strong>Access</strong> You are from the Golden Road region.</div>\n<hr />\n<p>You've begun to inscribe a magical stone called a ka stone that you will some day tie to your soul. You gain knowledge of Ancient Osirion and a connection to your nascent ka stone. If you fail a recovery check while dying, your dying condition does not increase; if you critically fail, your dying condition increases by only 1. You become trained in Ancient Osirion Lore, or expert if you were already trained.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the living monolith archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.CZQgH17ZxoBiVXLa] Feat 4</h2>\n<p><strong>Prerequisites</strong> Living Monolith Dedication, a sphinx or living monolith with this feat performs a ritual with you</p>\n<hr />\n<p>You inscribe your true name on your ka stone, as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can't be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible.</p>\n<p>The ka stone grants you a +1 item bonus to saves against death effects and negative effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level.</p>\n<p><strong>Activate</strong> <span class=\"pf2-icon\">D</span> (envision), or a different activation if otherwise specified</p>\n<p><strong>Frequency</strong> a number of times each day equal to the number of class feats you have from the Living Monolith archetype</p>\n<hr />\n<p><strong>Effect</strong> You cast enlarge on yourself or use one of the other activated abilities granted by a later Living Monolith feat.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.CoVBrlyMToANvt2v] Feat 6</h2>\n<p><strong>Prerequisites</strong> Ka Stone Ritual</p>\n<hr />\n<p>You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop @UUID[Compendium.pf2e.conditionitems.lDVqvLKA6eF3Df60]{Persistent Bleed Damage} you have from 15 to 10, and you can use a single action that has the concentrate trait to gain an early flat check without physically binding the wounds. You recover naturally from the drained condition twice as quickly as normal.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7vOVPzsVuyE5a3Rp] Feat 8</h2>\n<p><strong>Prerequisites</strong> Ka Stone Ritual</p>\n<hr />\n<p>Your flesh takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the Living Monolith archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.nDNmqez9McmrjBAV] Feat 10</h2>\n<p><strong>Prerequisites</strong> Ka Stone Ritual</p>\n<hr />\n<p>You become attuned to the stone around you. When in contact with a stone surface, you gain tremorsense (imprecise) 5 feet along that surface, and you can activate your ka stone to cast meld into stone.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.YidYY7k2gvny9eSY] Feat 12</h2>\n<p><strong>Prerequisites</strong> Ka Stone Ritual</p>\n<hr />\n<p>You can use the oaths bound in your ka stone to compel the truth from the living and the dead. You can activate your ka stone to target a single living creature, causing that creature to experience the effects of being in a zone of truth. You can also activate it with a 10-minute activation (envision) to cast talking corpse.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.llawV63qzdynbOkx] Feat 14</h2>\n<p><strong>Prerequisites</strong> Ka Stone Ritual</p>\n<hr />\n<p>You gain a unique communion with the earth and stones. You learn the Terran language and you can Activate your ka stone with a 10-minute activation (envision) to cast stone tell.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ackdHdIAmSb0AiVL","image":{},"name":"Loremaster","sort":12800000,"src":null,"system":{},"text":{"content":"<p>Knowledge is power, and you labor in pursuit of that power. No matter the situation, you can usually procure some tidbit of knowledge to inform your actions. You specialize in secrets, both uncovering them and hiding them away, and your command of the written word borders on the supernatural. As you discover deeper secrets of lore, you might develop a power over knowledge that becomes outright magical, allowing you to understand and disguise information even more effectively.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.VToVEOxiyy53AcEp]; 8th @UUID[Compendium.pf2e.feats-srd.c6CS97Zs0DPmInaI]; 14th @UUID[Compendium.pf2e.feats-srd.8cbSVw8RnVzy5USe]; 16th @UUID[Compendium.pf2e.feats-srd.Xk9inG3pln4UKbs3]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.lyD6eXl4wc7Pq61q] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in at least one skill to Decipher Writing</p>\n<hr />\n<p>You've compiled a vast repository of information that touches on nearly every subject. You are trained in Loremaster Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in a skill used to Decipher Writing, you gain expert proficiency in Loremaster Lore, but you can't increase your proficiency rank in Loremaster Lore by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the enigma muse prerequisite.</p>\n<p>If you have the Bardic Lore class feat, you gain a +1 circumstance bonus to skill checks with Bardic Lore.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Loremaster archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.chmQgMamyaZX90Tc] Feat 4</h2>\n<p><strong>Prerequisites</strong> Loremaster Dedication</p>\n<hr />\n<p>You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge. You gain guidance, message, and sigil as innate occult cantrips.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5qXw5Gl9TxbPMZLB] Feat 4</h2>\n<p><strong>Prerequisites</strong> Loremaster Dedication</p>\n<hr />\n<p>You understand the principles that underlie all written words, allowing you to read nearly any text. You can attempt to Decipher Writing using Loremaster Lore in place of the required skill.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.aLJsBBZzlUK3G8MW] Feat 4</h2>\n<p><strong>Prerequisites</strong> Loremaster Dedication</p>\n<hr />\n<p>During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one Lore skill of your choice. You must have interacted with that subject in some way on the previous day, whether by reading about it, talking to someone knowledgeable on the topic, or experiencing it yourself. Alternatively, you can reference your notes to instead choose a Lore skill you've prepared before with Quick Study. 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>\n<h2>@UUID[Compendium.pf2e.feats-srd.jBHDVsTVOBeoMoO4] Feat 10</h2>\n<p><strong>Prerequisites</strong> Magical Edification</p>\n<hr />\n<p>You've continued to expand your compendium of tools to compile knowledge. You can cast comprehend language, mindlink, and secret page as innate occult spells, each once per day. When you cast secret page, it is automatically heightened to the same spell level as your cantrips from Magical Edification.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"eLc6TSgWykjtSeuF","image":{},"name":"Magaambyan Attendant","sort":13000000,"src":null,"system":{},"text":{"content":"<p>Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants necessarily have this archetype, and this archetype doesn't represent the abilities of all attendants; rather, the archetype represents many of those who have affiliated with a branch and are pursuing conversant rank.</p><h2 class=\"title\">Halcyon Spells</h2><p>Through hard study, Magaambyans can meld arcane and primal spellcasting. Halcyon spells are spells from the arcane or primal spell list. You don't gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a wizard who gained halcyon spells would add them to their spell list and their spellbook, while a sorcerer would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes.</p><p>Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You can't heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you can't select a halcyon spell as a signature spell.</p><p>Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerer's spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely.</p><h2>@UUID[Compendium.pf2e.feats-srd.ZhToff996PnTESwb] Feat 2</h2><div><p><strong>Prerequisites</strong> trained in Arcana or Nature, member of the Magaambya of attendant rank</p></div><hr /><p>You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal.</p><p>Regardless of whether you choose an arcane or primal cantrip, you also either become trained in Arcana or Nature, or an expert in one of those skills in which you were already trained.</p><p>When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain-Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch.</p><div><p><strong>Special</strong> You cannot select another dedication feat other than @UUID[Compendium.pf2e.feats-srd.7fU6e3HIT4NvwLYa] until you have gained two other feats from the @UUID[Compendium.pf2e.journals.vx5FGEG34AxI2dow.JournalEntryPage.eLc6TSgWykjtSeuF]{Magaambyan Attendant} or @UUID[Compendium.pf2e.journals.vx5FGEG34AxI2dow.JournalEntryPage.pDmUITVao0FDMnVf]{Halcyon Speaker} archetype.</p></div><h2>@UUID[Compendium.pf2e.feats-srd.GByIIkeHN3JWkZIZ] Feat 4</h2><p><strong>Prerequisites</strong> Magaambyan Attendant Dedication</p><hr /><p>Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master's face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a Deception check to Impersonate a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the mask freeze familiar ability</p><p><strong>Mask Freeze</strong> When in mask form, your familiar can hide its obvious supernatural qualities to pass as a simple, unassuming mask. It doesn't need to Impersonate to fool a passing glance, and it gains a +4 circumstance bonus to its Deception DC against an active observer Seeking or otherwise studying it.</p><h2>@UUID[Compendium.pf2e.feats-srd.FkOtiB52wIOi7SP7] Feat 6</h2><p><strong>Prerequisites</strong> Mask Familiar</p><hr /><p>Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two.</p><h2>@UUID[Compendium.pf2e.feats-srd.YOU5eCD5S4cS6Qeu] Feat 6</h2><p><strong>Frequency</strong> once per day</p><p><strong>Prerequisites</strong> Magaambyan Attendant Dedication, Cascade Bearers affiliation</p><p><strong>Requirements</strong> You haven't yet acted on your turn.</p><hr /><p>You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level.</p><h2>@UUID[Compendium.pf2e.feats-srd.EZ24QwnFteLCrgLg] Feat 6</h2><p><strong>Prerequisites</strong> Magaambyan Attendant Dedication, Emerald Boughs affiliation, expert in Society</p><hr /><p>You are comfortable and socially capable in almost any cultural context. When you use the Society skill to Subsist, if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a Society check to Recall Knowledge about cultural practices and roll a critical failure, you get a failure instead.</p><h2>@UUID[Compendium.pf2e.feats-srd.jRJqKkm6NnHcL8HO] Feat 6</h2><p><strong>Prerequisites</strong> Magaambyan Attendant Dedication, Rain-Scribes affiliation</p><hr /><p>You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don't need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots.</p><p>You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge.</p><h2>@UUID[Compendium.pf2e.feats-srd.FJdcQU6yjDVDBC4r] Feat 6</h2><p><strong>Prerequisites</strong> Magaambyan Attendant Dedication, Tempest-Sun Mages affiliation</p><hr /><p>If the next action you use is to Cast a Spell from your spell slots that damages other creatures, you can bend some of that spell's offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell's damage to those targets by an amount equal to the spell's level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell's level.</p><h2>@UUID[Compendium.pf2e.feats-srd.my4uFR8cnDC4mJE2] Feat 6</h2><p><strong>Prerequisites</strong> Magaambyan Attendant Dedication, Uzunjati affiliation, master in a Recall Knowledge skill</p><hr /><p>You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to Recall Knowledge in which you have expert proficiency, using the result entry for the Perform action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers-or even change their attitudes-if the GM sees fit. This action is not a Performance and cannot be used in place of anything that requires you to Perform.</p><h2>@UUID[Compendium.pf2e.feats-srd.V5FKAmcYQF4KRELG] Feat 10</h2><p><strong>Prerequisites</strong> Magaambyan Attendant Dedication, Cascade Bearers affiliation</p><hr /><p>Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell.</p><h2>@UUID[Compendium.pf2e.feats-srd.cxAvcFiZRT3ZVhie] Feat 10</h2><p><strong>Prerequisites</strong> Magaambyan Attendant Dedication, Emerald Boughs affiliation</p><hr /><p>You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a @UUID[Compendium.pf2e.equipment-srd.jaEEvuQ32GjAa8jy], but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the Interact component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an Interact action each round to physically hold it open for another person. A successful dispel magic spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become unconscious. After a successful dispel magic spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component.</p><h2>@UUID[Compendium.pf2e.feats-srd.nobsCgNmsDX6aKR5] Feat 10</h2><p><strong>Prerequisites</strong> Magaambyan Attendant Dedication, Rain- Scribes affiliation</p><hr /><p>You surround yourself in a mantle of Rain-Scribe magic and Stride twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic. Your magic clears the difficult terrain in each square you entered; until your next turn, those squares aren't difficult terrain for any creature walking through them (or are normal difficult terrain if they were previously greater difficult terrain).</p><h2>@UUID[Compendium.pf2e.feats-srd.sTUicpQkhiFVtMK1] Feat 10</h2><p><strong>Prerequisites</strong> Tempest-Sun Redirection</p><p><strong>Trigger</strong> You or an ally within 30 feet takes damage.</p><hr /><p>You transform unrealized spell energy into a protective shield. If you're a spontaneous spellcaster, expend a spell slot; if you're a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell.</p><h2>@UUID[Compendium.pf2e.feats-srd.UCen3Tq6BJlNI7rx] Feat 10</h2><p><strong>Prerequisites</strong> Uzunjati Storytelling, master in a Recall Knowledge skill</p><hr /><p>You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. Recall Knowledge with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details.</p><h2>@UUID[Compendium.pf2e.feats-srd.CQfxxsRxf1BuUH4o] Feat 12</h2><p><strong>Prerequisites</strong> Uzunjati Recollection</p><hr /><p>Thanks to Janatimo's secret techniques, you can weave your knowledge and words into powerful tools to assist your allies in life-threatening situations. When you use Uzunjati Recollection to tell a story and @UUID[Compendium.pf2e.actionspf2e.1OagaWtBpVXExToo] about a creature during a combat encounter, if you succeed at both checks, your story carries deeper meaning. This grants your allies a +1 circumstance bonus to their next attack roll and saving throw against the creature during that encounter, as well as to their AC against that creature's next attack roll during that encounter. If you critically succeed at both checks, the bonuses also apply to all attack rolls, saves, and AC against that creature for 2 rounds.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"zxY04QNfB90gjLoh","image":{},"name":"Magic Warrior","sort":13200000,"src":null,"system":{},"text":{"content":"<p>You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5FOqVC9Q0eEKEf3w] Feat 2</h2>\n<p><strong>Prerequisites</strong> ability to cast focus spells</p>\n<p><strong>Access</strong> You are from the Mwangi Expanse.</p>\n<hr />\n<p>You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of Arcana or Nature and in Magic Warrior Lore; if you were already trained in the skill, you become an expert instead.</p>\n<p>You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the animal form spell. You gain a +1 circumstance bonus to saves against divination effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition.</p>\n<p>Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. Close allies who knew of your decision to take the mask before your dedication don't break this taboo unless they tell someone else. To regain your abilities, you must discard your mask and obtain a new one of a different animal, then retrain Magic Warrior Dedication into a new Magic Warrior Dedication with your new mask. Your focus spells from the magic warrior archetype are the same tradition as your other spells (choose one if you have spells from multiple traditions).</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the magic warrior archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.G43fiFtxFR24CWRs] Feat 4</h2>\n<p><strong>Prerequisites</strong> Magic Warrior Dedication</p>\n<hr />\n<p>You can alter your form to gain an aspect of the animal your mask represents. You gain the magic warrior aspect focus spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.x62kd1CYJNqO2ZsS] Feat 4</h2>\n<p><strong>Prerequisites</strong> Magic Warrior Dedication</p>\n<hr />\n<p>You can transform fully into the animal your mask represents. You gain the <em>@UUID[Compendium.pf2e.spells-srd.tp4K7mYDL5MRHvJc]</em> focus spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.l60Ua5Ugv85GnF9b] Feat 6</h2>\n<p><strong>Prerequisites</strong> Magic Warrior Dedication</p>\n<hr />\n<p>Your mask protects you further from divination. Once per day, you can cast <em>@UUID[Compendium.pf2e.spells-srd.EoKBlgf6Smt8opaU]</em> on yourself, heightened to the highest level of spell you can cast; the spell ends immediately if your mask is removed for even a moment.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"1F84oh5hoG86mZIw","image":{},"name":"Marshal","sort":13400000,"src":null,"system":{},"text":{"content":"<p>Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own glory for the greater good of the team. Some marshals lead from the front, sword and shield raised, while others may call instructions and encouragements from the rear while providing allied spellcasters with skilled support. Regardless of their preferred method of combat, marshals' ability to bring the best out in every ally is a valuable addition to any group.</p>\n<p><strong>Additional Feats</strong> 8th @UUID[Compendium.pf2e.feats-srd.NMWXHGWUcZGoLDKb]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.MYzRfNExDYp25rro] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in martial weapons and either Diplomacy or Intimidation</p>\n<hr />\n<p>You've combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it. In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Marshal archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.R7c4PyTNkZb0yvoT] Feat 4</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication, trained in Intimidation</p>\n<hr />\n<p>Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. When you use this action, attempt an Intimidation check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.</p>\n<hr />\n<p><strong>Critical Success</strong> Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a Strike, that enemy is frightened 1.</p>\n<p><strong>Success</strong> As critical success, but your aura's size doesn't increase.</p>\n<p><strong>Failure</strong> You fail to enter the stance.</p>\n<p><strong>Critical Failure</strong> You fail to enter the stance and can't take this action again for 1 minute.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.bvOsJNeI0ewvQsFa] Feat 4</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication, trained in Diplomacy</p>\n<hr />\n<p>You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.</p>\n<hr />\n<p><strong>Critical Success</strong> Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects.</p>\n<p><strong>Success</strong> As critical success, but your aura's size doesn't increase.</p>\n<p><strong>Failure</strong> You fail to enter the stance.</p>\n<p><strong>Critical Failure</strong> You fail to enter the stance and can't take this action again for 1 minute.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.zbnL5OP4zVaNFcq8]{Snap Out Of It!} Feat 4</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication</p>\n<hr />\n<p>You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.4Y7wKFogGB0LZ5ZA] Feat 4</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication</p>\n<hr />\n<p>You encourage an ally to toughen up, giving them a fighting chance. Choose one ally within your marshal's aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.a9zzu4kb7vstq0HQ] Feat 6</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication</p>\n<p><strong>Frequency</strong> once per minute</p>\n<hr />\n<p>You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is quickened until the end of their next turn, and they can use the extra action only to Stride. At the end of each ally's turn, if they used the extra action, they then become slowed 1 until the end of their following turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.df4cBV3qZn3qNUmP] Feat 6</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication</p>\n<hr />\n<p>Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.E7eceezD3NDmBVBb] Feat 8</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication</p>\n<hr />\n<p>You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become flat-footed due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.cU5NdcwnMkFQNPjh] Feat 8</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication</p>\n<hr />\n<p>With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7x1r2w7C7A4Uy7wG] Feat 10</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication, trained in Athletics</p>\n<p><strong>Trigger</strong> An ally succeeds at a melee Strike against an opponent you are both adjacent to.</p>\n<hr />\n<p>You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an Athletics check to Trip the target of the triggering attack.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.KYF9e4oeSjHKgbwM] Feat 12</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication</p>\n<hr />\n<p>You heroically dash into the fray, inspiring your allies to follow. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.4dQcLroKQ13QYIT3] Feat 14</h2>\n<p><strong>Prerequisites</strong> Cadence Call</p>\n<hr />\n<p>Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the quickened condition using Cadence Call, they can use the extra action to either Stride or Strike, and they aren't slowed 1 on their following turn if they use the extra action.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.2FJwXMTJycSZY80Q] Feat 14</h2>\n<p><strong>Prerequisites</strong> Marshal Dedication</p>\n<p><strong>Trigger</strong> An ally succeeds at a ranged Strike against an opponent within your weapon's first range increment.</p>\n<p><strong>Requirements</strong> You have a ranged or thrown weapon in hand.</p>\n<hr />\n<p>You capitalize on your ally's attack to create a coordinated barrage. Make a ranged Strike with a -2 penalty against the opponent targeted by the triggering attack. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. If this Strike is successful, combine the damage from the attack with the damage from your ally's attack for the purpose of resistances and weaknesses.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"N01RLMQPaSeoHEuL","image":{},"name":"Martial Artist","sort":13600000,"src":null,"system":{},"text":{"content":"<p>You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.VeVHWTrzE3aDm3rx], @UUID[Compendium.pf2e.feats-srd.bf7NCeKqDClaqhTR], @UUID[Compendium.pf2e.feats-srd.8sy3sHwOHS4ImwvJ], @UUID[Compendium.pf2e.feats-srd.DqD7htz8Sd1dh3BT], @UUID[Compendium.pf2e.feats-srd.ZL5UU9quCTvcWzfY], @UUID[Compendium.pf2e.feats-srd.7FRYyKXDKjGoANYj], @UUID[Compendium.pf2e.feats-srd.VCjAlOvjNvFJOsG5], @UUID[Compendium.pf2e.feats-srd.AN9jY1JVcU20Qdw6]; 8th @UUID[Compendium.pf2e.feats-srd.S14S52HjszTgIy4l], @UUID[Compendium.pf2e.feats-srd.SELSj1vvVLx5cP72], @UUID[Compendium.pf2e.feats-srd.nRjyyDulHnP5OewA], @UUID[Compendium.pf2e.feats-srd.n2hawNmzW7DBn1Lm], @UUID[Compendium.pf2e.feats-srd.kYA6LkDw4AzKI156], @UUID[Compendium.pf2e.feats-srd.6J2ZSGNsXPKPcJGV], @UUID[Compendium.pf2e.feats-srd.uJpghjJtNbqKUxRd]; 16th @UUID[Compendium.pf2e.feats-srd.hO4sKslTrSQMLbGx]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.zn7arorE3VJLNYsb] Feat 2</h2>\n<p>You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don't take the -2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Martial Artist archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.m0ot9Qydb9SYWHis] Feat 6</h2>\n<p><strong>Prerequisites</strong> Martial Artist Dedication</p>\n<p><strong>Requirements</strong> Your last action was a missed Strike with a melee unarmed attack.</p>\n<hr />\n<p>You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as for the missed Strike, if any.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.C3zKTQecexSbezhT] Feat 8</h2>\n<p><strong>Prerequisites</strong> Martial Artist Dedication</p>\n<hr />\n<p>You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice. This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.S450JMWfF90oOcv9] Feat 14</h2>\n<p><strong>Prerequisites</strong> Martial Artist Dedication</p>\n<p><strong>Frequency</strong> once per minute</p>\n<hr />\n<p>With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You Stride; this movement doesn't trigger reactions. You can Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"RoF5NOFBefXAPftS","image":{},"name":"Mauler","sort":13800000,"src":null,"system":{},"text":{"content":"<p>You shove your way through legions of foes, knock enemies on all sides to the ground, and deal massive blows to anyone or anything that comes near.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.39CqlOzlHjEhh0E4], @UUID[Compendium.pf2e.feats-srd.2xk4jdwcCfmasYfT]; 12th @UUID[Compendium.pf2e.feats-srd.yTh9QwAf0hadP91j]; 14th @UUID[Compendium.pf2e.feats-srd.tGXJU6yx7bYuyLvd], @UUID[Compendium.pf2e.feats-srd.pmz1itHp13JtcrjW]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.AimSmPyiMhJZVZRq] Feat 2</h2>\n<p><strong>Prerequisites</strong> Strength 14</p>\n<hr />\n<p>You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the two-hand trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Mauler archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.goFxIDlbWd8GN0kj] Feat 6</h2>\n<p><strong>Prerequisites</strong> Mauler Dedication</p>\n<p><strong>Requirements</strong> You're wielding a melee weapon in two hands.</p>\n<hr />\n<p>You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to Shove up to five creatures adjacent to you, rolling a separate Athletics check for each target. Then Stride up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7p2tNqYHsg6u05cU] Feat 8</h2>\n<p><strong>Prerequisites</strong> Mauler Dedication, expert in Athletics</p>\n<p><strong>Trigger</strong> A creature within your reach leaves a square during a move action it's using.</p>\n<p><strong>Requirements</strong> You are wielding a melee weapon in two hands.</p>\n<hr />\n<p>You swing your weapon at your foe, rebuffing them back. You attempt to Shove the triggering creature, ignoring the requirement that you have a hand free. The creature continues its movement after the Shove.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.CR9NcAIPTT4oWSEy] Feat 14</h2>\n<p><strong>Prerequisites</strong> Mauler Dedication</p>\n<p><strong>Requirements</strong> You're wielding a non-finesse melee weapon in two hands.</p>\n<hr />\n<p>You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, Strike that foe with the required weapon. Then attempt to Trip every foe in the chosen square plus each square adjacent to that square, ignoring Trip's requirement that you have a hand free. This counts as three attacks toward your multiple attack penalty, but the penalty doesn't increase until after you've made the Strike, if any, and all the Trip attempts.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SGgK4BoUooA0HhTj] Feat 14</h2>\n<p><strong>Prerequisites</strong> Mauler Dedication</p>\n<p><strong>Requirements</strong> You are wielding a melee weapon in two hands.</p>\n<hr />\n<p>You attack all nearby adversaries. Make a melee Strike with the required weapon against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"XWkyCVISmVtJ0ZY3","image":{},"name":"Medic","sort":14000000,"src":null,"system":{},"text":{"content":"<p>You've studied countless techniques for providing medical aid, making you a peerless doctor and healer.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.MJg24e9fJd7OASvF] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Medicine, Battle Medicine</p>\n<hr />\n<p>You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. 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<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Medic archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.1fBHZpM3Z3MQtzvi] Feat 4</h2>\n<p><strong>Prerequisites</strong> Medic Dedication</p>\n<hr />\n<p>You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it; see below).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.rfnEcjxIFqwlJwJT] Feat 4</h2>\n<p><strong>Prerequisites</strong> Medic Dedication</p>\n<p><strong>Requirements</strong> You are holding healer's tools, or you are wearing them and have a hand free.</p>\n<hr />\n<p>You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue.</p>\n<hr />\n<p><strong>Critical Success</strong> Reduce the condition value by 2.</p>\n<p><strong>Success</strong> Reduce the condition value by 1.</p>\n<p><strong>Critical Failure</strong> Increase the condition value by 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.1WfvvjjObPKeZyid] Feat 6</h2>\n<p><strong>Prerequisites</strong> trained in Diplomacy, Treat Condition</p>\n<hr />\n<p>You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can't use Treat Condition to reduce it.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.lleedxE6fTDSK6og] Feat 16</h2>\n<p><strong>Prerequisites</strong> Medic Dedication, legendary in Medicine</p>\n<p><strong>Requirements</strong> You are holding healer's tools or are wearing them and have a hand free. Also, the target's body is mostly intact.</p>\n<hr />\n<p>You can use Medicine to resuscitate the dead. Attempt a DC 40 Medicine check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"sY25SoDaHBPIG5Jw","image":{},"name":"Nantambu Chime-Ringer","sort":14200000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>The Chime-Ringers serve as Nantambu's elite town guard, keeping the peace while carrying on ancient traditions of crafting chimes in metal, bamboo, or glass.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.57K9il2Jxs8PmsYL] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Performance and trained in Society</p>\n<hr />\n<p>You've studied the basics of harmony and resonance in magic, exemplified by the ringing of chimes. You gain a single arcane or occult cantrip of your choice, heightened to a spell level equal to half your level, rounded up. If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Charisma as your spellcasting ability if you choose occult. Regardless of your choice, you also either become trained in Arcana or Occultism, or an expert in one of these skills if you are already trained in both.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Nantambu Chime-Ringer archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SVdYJW5JsOMhAYd0] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.57K9il2Jxs8PmsYL]</p>\n<hr />\n<p><strong>Frequency</strong> once per hour</p>\n<hr />\n<p>To rush after a criminal or reach someone in need, you ring a sprightly tone. You and all allies within 30 feet gain a +10-foot status bonus to all Speeds for 1 minute.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.pQ9e5njvIOe5QzFa]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.1F4FD5OdDCEyiEvk] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.57K9il2Jxs8PmsYL]</p>\n<hr />\n<p>To keep the peace, you disrupt those who seek to break it. You can cast <em>@UUID[Compendium.pf2e.spells-srd.fZPCv2VHuM2yPbC8]</em> and 4th-level <em>@UUID[Compendium.pf2e.spells-srd.gIdDLrbswTV3OBJy]</em> once per day each as innate spells. The tradition of these spells is the one you chose for the Nantambu Chime-Ringer Dedication feat.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.cV2CZxD6HB7HFeFv] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.57K9il2Jxs8PmsYL]</p>\n<hr />\n<p>You strike magical tones that can turn the tide of combat. You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: @UUID[Compendium.pf2e.equipment-srd.Wm0X7Pfd1bfocPSv], @UUID[Compendium.pf2e.equipment-srd.LwQb7ryTC8FlOXgX], @UUID[Compendium.pf2e.equipment-srd.XszNvxnymWYRaoTp], @UUID[Compendium.pf2e.equipment-srd.M5M1WJ5KzbYfRGsY], @UUID[Compendium.pf2e.equipment-srd.JQdwHECogcTzdd8R], @UUID[Compendium.pf2e.equipment-srd.NVst7e69agGG9Qwd], or @UUID[Compendium.pf2e.equipment-srd.dTxbaa7HSiJbIuNN]. The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks. You choose the rune and the effect applies to all creatures. You can use an action, which has the concentrate trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.WoUwDqhA6i6abwen] Feat 16</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.57K9il2Jxs8PmsYL]</p>\n<hr />\n<p>You instill great swiftness into your allies. You and all allies within 30 feet become @UUID[Compendium.pf2e.conditionitems.nlCjDvLMf2EkV2dl] for 1 minute and can use the additional action to Strike, Stride, or Step.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"tJQ5f8C8m5gpZsF1","image":{},"name":"Oozemorph","sort":14400000,"src":null,"system":{},"text":{"content":"<p>You have suffered from the deadly touch of an ooze or other amorphous creature, like a gibbering mouther or a shoggoth, and have come away changed. Alternatively, you might have been exposed to some alchemical accident involving experiments with oozes, such as those performed in the city of Oenopion in Nex. Parts of your body occasionally liquefy and threaten to slough off, and only through force of will can you keep your natural form intact. Your affliction is plainly supernatural in origin and distressingly permanent.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.20jNBiIIxaiOVyi0] Feat 2</h2>\n<p>You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in Occultism and Ooze Lore; if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to Escape after being Engulfed.</p>\n<p>As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to Diplomacy checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of -4 for four or more feats.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the oozemorph archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.zWEu9xuAxBnPoSrv] Feat 4</h2>\n<p><strong>Prerequisites</strong> Oozemorph Dedication</p>\n<hr />\n<p>Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from persistent bleed damage is 13, rather than 15.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.cQptGH6RUYZmS41Q] Feat 4</h2>\n<p><strong>Prerequisites</strong> Oozemorph Dedication, trained in Performance</p>\n<hr />\n<p>Your throat has multiple separate chambers that can give your voice an eerie echo. You can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.2nSk6oOLBXCEbAhc] Feat 6</h2>\n<p><strong>Prerequisites</strong> Oozemorph Dedication</p>\n<p><strong>Trigger</strong> You fail (but don't critically fail) a saving throw against an effect with the visual trait.</p>\n<hr />\n<p>You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are blinded for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.2mww0DmokYJXUEoA] Feat 8</h2>\n<p><strong>Prerequisites</strong> Oozemorph Dedication, at least two other class feats from the oozemorph archetype</p>\n<hr />\n<p>You can connect with oozes (and other amorphous aberrations, at the GM's discretion) on a rudimentary level. You can use Diplomacy to Make an Impression on oozes and to make very simple Requests of them. In most instances, oozes will give you time to make your case.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wUHnauB3atxO1RIo] Feat 10</h2>\n<p><strong>Prerequisites</strong> Disturbing Defense</p>\n<hr />\n<p>Your skin develops a malleable, rubbery quality. You gain resistance to bludgeoning damage equal to 2 + your number of class feats from the oozemorph archetype. You also gain resistance equal to twice that amount to extra damage from critical hits; if the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.MD33E76f2olLnDZb] Feat 12</h2>\n<p><strong>Prerequisites</strong> Oozemorph Dedication</p>\n<hr />\n<p>Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the Quick Climb feat, your climb Speed is equal to your land Speed. In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.As8cRK5jVzf62fEd] Feat 14</h2>\n<p><strong>Prerequisites</strong> Disturbing Defense</p>\n<hr />\n<p>Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood. You gain a +2 circumstance bonus to saving throws against disease and poison, and resistance to poison damage equal to half your level.</p>\n<p>In addition, your resistance to precision damage from Disturbing Defense increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from persistent bleed damage is 8 rather than 13.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ngVnNmi1Qke3lTy0","image":{},"name":"Oracle","sort":14600000,"src":null,"system":{},"text":{"content":"<p>A mysterious force granted you divine magic and a curse.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.OUNj8nXTHwGcEdlh] Feat 2</h2>\n<p><strong>Prerequisites</strong> Charisma 14</p>\n<hr />\n<p>Choose a mystery. You become trained in Religion and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the oracle archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.NdgMxlz5I1ddT0Zi] Feat 4</h2>\n<p><strong>Prerequisites</strong> Oracle Dedication</p>\n<hr />\n<p>You gain a 1st- or 2nd-level oracle feat of your choice.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7ycF0fgSw1ovUPit] Feat 4</h2>\n<p><strong>Prerequisites</strong> Oracle Dedication</p>\n<hr />\n<p>You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.HdhnAm9SNfDqxRSN] Feat 4</h2>\n<p><strong>Prerequisites</strong> Oracle Dedication</p>\n<hr />\n<p>You gain your mystery's initial revelation spell. Casting this spell progresses your curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate curse effect, you become flat-footed in addition to the effects of the minor curse.</p>\n<p>If you don't have one, you gain a focus pool of 1 Focus Point. You can Refocus by reconciling the conflicting nature of your mystery, which also reduces your curse to minor.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.PxTRE0mFEO3tyt8h] Feat 6</h2>\n<p><strong>Prerequisites</strong> Basic Mysteries</p>\n<hr />\n<p>You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level.</p>\n<p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another oracle feat.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.y4Cws9vZj3Bf9uqH] Feat 8</h2>\n<p><strong>Prerequisites</strong> Basic Oracle Spellcasting</p>\n<hr />\n<p>Increase the spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest spell levels.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.FtO8DjjMLBtWiRhZ] Feat 12</h2>\n<p><strong>Prerequisites</strong> Basic Oracle Spellcasting, master in Religion</p>\n<hr />\n<p>You gain the expert spellcasting benefits.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ZkGhDEpqe7fzJuSr] Feat 18</h2>\n<p><strong>Prerequisites</strong> Expert Oracle Spellcasting, legendary in Religion</p>\n<hr />\n<p>You gain the master spellcasting benefits.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"yOEiNjHLQ6XuOruq","image":{},"name":"Overwatch","sort":14800000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>With a stalwart mind and sharp eyes, you observe the battlefield as though you and your allies are pieces on a chessboard. By predicting dangers and hazards and offering your insights to your comrades, you win battles through keen observation and teamwork. Whenever there's a threat or opening, you're the first to point it out, and you're ready to help your allies directly when necessary.</p>\n<p>.As a group's overwatch, you might let the position go to your head. In such cases, you might think of yourself as the mastermind behind the chessboard and feel detached from your allies, thinking of them as little more than pawns on the field.</p>\n<p>But more likely your role allows you to feel a deeper connection to your allies, and your coordination and heroics stand out most when you subsume your individual ego to serve the group's needs. In that case, you might think of yourself as a part of a functional whole—if your party was a single living body, you serve as the eyes, but that doesn't mean you're the brain, the heart, or other vital organs. Everyone has a crucial role to play.</p>\n<section class=\"info\">\n<h4>Overwatch Training</h4>\n<p>Not just anyone can train to become their party's overwatch. A keen and incisive perception is necessary, of course, but that alone won't be sufficient. While many a ranger or rogue must sharpen their senses or face a short career, a true overwatch must be able to apply information received from all five senses (and any additional special senses they might have) to make split-second decisions that work toward achieving a tactical goal. Such a response can partially be trained through hours of daily drills designed to help a potential overwatch separate true threats and situations requiring their skills from false positives, and even situations where they would cause a problem if they didn't hold back. However, while training helps ingrain good practice into one's reflexes and muscle memory, ultimately, an overwatch candidate who lacks an innate degree of good tactical instinct will find such training slow to produce results, or in the worst case, even impossible.</p>\n<p>Beyond senses and instinct, the role of overwatch requires the ability to innovate your enhanced visual gear to assist in removing blind spots and seeing what others miss. This is essential, since you must keep track of your team and nearby foes. While it isn't explicitly necessary for you to be the one with enough skill in Crafting to maintain and upgrade your enhanced visual gear, many successful overwatches choose to do so in order to better understand how every piece works together to create the whole.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.t03Tc5I4B8RHsyqs] Feat 2</h2>\n<p><strong>Prerequisites</strong> expert in Perception</p>\n<hr />\n<p>You have an innate knack for tactical observation, and you've innovated to apply that knack in a variety of ways that allow you to assist your allies. With the help of enhanced visual gear (such as a specially modified telescope, goggled visor, or binoculars), you're keenly aware of the movement of combatants on the battlefield. You quickly and efficiently disperse that information to your nearby allies so they can use it to direct their own observations and reactions to danger.</p>\n<p>You're surrounded by an overwatch field aura in a @Template[type:emanation|distance:30]. Your overwatch field aura grants you increased perception and allows you to call out warnings to your allies within the aura to point out threats. This aura has the auditory and visual traits. You and allies within your overwatch field receive a +2 circumstance bonus when using Perception for Initiative checks.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.AKKHagjg5bL1fMG5]</p>\n<p><strong>Special</strong> You can't select another dedication feat until after you have gained at least two other feats from the overwatch archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.v6wYNnkoVDquzRpw] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.t03Tc5I4B8RHsyqs]</p>\n<hr />\n<p>Your enhanced visual gear includes a regulating scope and reflectors, combined in an ingenuous setup that allows you to see around corners within the area of your overwatch field. This permits your overwatch field to extend around a single corner or turn and allows you to see around that corner as well. This ability doesn't let you see through walls or other barriers. You can't use it to see around a second or further corner, and it doesn't allow you to make ranged attacks or perform other actions that require line of effect with your target.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Rh3KSd7BUfV12GBT] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.t03Tc5I4B8RHsyqs]</p>\n<hr />\n<p><strong>Trigger</strong> An ally within your overwatch field fails in their attempt to Arrest a Fall, Balance, Grab a Ledge, or Maneuver in Flight</p>\n<p><strong>Requirements</strong> You are wielding a ranged weapon.</p>\n<hr />\n<p>You're burdened with noticing potential threats at all times. Because of this, you've learned that a well-placed shot can prevent disaster. You make a shot to either pin an ally's clothing to stop a fall or secure them against a ledge, or you bounce an attack off their armor to correct their course as they stumble while attempting to balance or fly.</p>\n<p>Make a single ranged attack roll against the DC of the triggering check; your ally uses the result of your ranged attack roll in place of their original roll. You must have line of effect to your ally, and your attack roll includes any normal bonuses or penalties for a ranged attack with that weapon (such as the penalty for making a ranged attack beyond your first range increment).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.RHEdvEFz3QKiRKlr] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.t03Tc5I4B8RHsyqs]</p>\n<hr />\n<p>When you observe an ally try and fail to execute a strategic maneuver against your enemies, you coordinate with your other allies to finish the job, using the opening from the first attempt to keep your foe off-balance and ensure your eventual success.</p>\n<p>When an ally within your overwatch field attempts to @UUID[Compendium.pf2e.actionspf2e.Dt6B1slsBy8ipJu9], @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731], or @UUID[Compendium.pf2e.actionspf2e.ge56Lu1xXVFYUnLP] an opponent within your overwatch field and fails, you coordinate efforts to provide a +2 circumstance bonus to the next Athletics check rolled by a different ally to attempt the same action on the same target before that target's next turn.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.W8HWQ47YNHWB8kj6]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.KNtnb9HwPnPDY2Mv] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.t03Tc5I4B8RHsyqs], master in Perception</p>\n<hr />\n<p>Through a variety of perceptive techniques, careful routines, and upgrades to your enhanced visual gear, you have become able to observe and maintain your overwatch at a much greater distance. Increase the size of your overwatch field from 30 feet to 60 feet.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vPA0EGXBaNzGxlxM] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.t03Tc5I4B8RHsyqs], master in Perception</p>\n<hr />\n<p><strong>Frequency</strong> once per minute</p>\n<p><strong>Trigger</strong> An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field.</p>\n<hr />\n<p>Your foresight and planning are more valuable than armor as you direct your ally away from danger, but there's a limit to how often you can guide your allies away from a foe's relentless assaults. The triggering attack roll targets your Perception DC instead of your ally's AC. Though this allows your ally to avoid taking penalties to their AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to your ally if they are flat-footed, even though they wouldn't take the -2 circumstance penalty when defending against the attack.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UH8pDxrq1xJq4Sid]{Master Spotter} Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.t03Tc5I4B8RHsyqs], expert in Perception</p>\n<hr />\n<p>Your incredible perception and trusty enhanced visual gear allow you to see things others miss. Your proficiency rank in Perception increases to master.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wBL5h0hTmVD4EJLw] Feat 14</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.t03Tc5I4B8RHsyqs], master in Perception</p>\n<hr />\n<p>Your keen senses and ability to process battlefield information have dramatically improved, allowing you to drastically reduce the advantage of unseen foes. You and allies in your overwatch field gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within the overwatch field. You and your allies don't have to succeed at a flat check to target a concealed creature within your overwatch field. When you or an ally targets a hidden creature in your overwatch field, reduce the DC of the flat check to 5.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.mkIamZGtQaSsUWLk]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.aoZYZm2PrTKEK0Ji] Feat 16</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.t03Tc5I4B8RHsyqs], master in Perception</p>\n<hr />\n<p><strong>Trigger</strong> You make a successful ranged attack against an opponent who is within your overwatch field, and who is within reach of one or more of your allies who is also within your overwatch field.</p>\n<hr />\n<p>Informing your ally of an opening created by your shot, you coordinate to set them up to hit the target at the same time. Your ally can make a melee Strike against the triggering foe as a reaction. This Strike doesn't count toward that ally's multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike. If your ally's Strike is successful, combine the damage from your successful ranged attack with the damage from your ally's melee attack for the purpose of determining resistances and weaknesses.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"YODf1eNWi9jnR93y","image":{},"name":"Pactbound Initiate","sort":15000000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Rare</p><hr /><p>Saumen kar can initiate a member of another ancestry into their pact, imbuing the creature with their power and their curse. Over time, this pact slowly changes the initiate internally and, sometimes, externally as well. The initiate's mind slowly fills with ancient pieces of lore and techniques that are as much part of the saumen kar as their hands and feet. As the initiate's mind adapts to this knowledge and power, their body sometimes evolves in kind—sprouting sweeping horns, gaining heightened olfactory senses, and growing additional height and muscle—becoming a hybrid between their old ancestry and saumen kar, wrapped in runic tattoos.</p><p>An unwilling creature can never be forced to become a pactbound initiate, and only those with deep bonds of mutual friendship with a saumen kar can even attempt the process. Befriending a saumen kar can be enough to begin one's initiation into the pact, though they must choose to accept the burden and can change their minds about undertaking the pact at any point until their final transition (represented by the Bound in Ice feat). Once a creature has completed the pact by accepting the full burden of a saumen kar and taking the Bound in Ice feat, all transformations are permanent. At that point, they can't retrain the Pactbound Dedication, Frostbite Runes, or Bound in Ice feats and must live out the rest of their lives as something between their old ancestry and a saumen kar. If their normal lifespan was less than 400 years, it's increased to at least 400 years. If their natural lifespan was greater than 400 years, it's instead reduced to approximately that amount of time.</p><h2>@UUID[Compendium.pf2e.feats-srd.BVxcuJ5TWfN1px4L] Feat 2</h2><p><strong>Prerequisites</strong> Erutaki or Jotun language, trained in Nature, must have earned the trust of a saumen kar who initiates you into the archetype</p><hr /><p>You befriended one of the last saumen kar and were infused with a fraction of their power, granting you the potential to become a guardian of their ancient pact. You gain cold resistance equal to half your level. You can @UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa] and @UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4] while it's snowing even lightly, even if it wouldn't be thick enough to normally grant concealment. Finally, all saumen kar can sense the mark of their pact upon you, and their attitude toward you is typically one step better than it would be otherwise (hostile to unfriendly, unfriendly to indifferent, etc.) Most saumen kar are unfriendly to outsiders; this would make them indifferent to you.</p><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the pactbound initiate archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.0evTnx67DYsxWtg3] Feat 4</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.BVxcuJ5TWfN1px4L]</p><hr /><p>The ancient ice-crafting techniques of the saumen kar awaken within you. You become trained in Crafting, or become an expert if you were already trained. You gain the @UUID[Compendium.pf2e.feats-srd.xWY5omyIcILNR7y1] skill feat. You can craft permanent items out of ice instead of metal or wood; these items are a translucent crystal-blue in color, resemble icicles and glacier ice, and have the same statistics and properties as cold iron, including the price and the ability to deal additional damage to certain kinds of creatures. Any creature who wields or wears a piece of ice-crafted equipment takes 1 cold damage each round from contact with the primal cold of the crafted ice.</p><h2>@UUID[Compendium.pf2e.feats-srd.00uTUJPgJ6kuGR8O] Feat 6</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.BVxcuJ5TWfN1px4L]</p><hr /><p>Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain scent as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to Stealth checks made to @UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4] or @UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa] in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals 1d8 bludgeoning damage. Your horns are in the brawling group and have the shove and trip traits.</p><h2>@UUID[Compendium.pf2e.feats-srd.gipC9eWrBDFRpNkQ] Feat 12</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.BVxcuJ5TWfN1px4L]</p><hr /><p>Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against evil and necromancy spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the negative healing ability, like dhampir.</p><p>You deal an additional 1 cold damage with all Strikes made with an ice-crafted weapon. If you have the Crown of the Saumen Kar feat, you deal an additional 1 cold damage with your unarmed horns Strikes.</p><h2>@UUID[Compendium.pf2e.feats-srd.UJcuACMlspc1raL1] Feat 14</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.gipC9eWrBDFRpNkQ]</p><hr /><p><strong>Frequency</strong> once per day</p><hr /><p>You activate the runes on your body to create an icy prison around a Huge or smaller creature you can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit your target. The target, and any creatures sharing its space, must attempt a Reflex save, with a DC using the higher of your class DC and spell DC. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails.</p><p>The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critical hits, and precision damage. The prison lasts until destroyed, until you use this ability to create a new prison, or until you die.</p><h2>@UUID[Compendium.pf2e.feats-srd.MGtlUc6cy4nCM4Lk] Feat 16</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.gipC9eWrBDFRpNkQ]</p><hr /><p>You become a hybrid of your ancestry and a saumen kar. Your size increases to Large, and your reach becomes 10 feet. Your cold resistance increases to be equal to your level, and you gain fire resistance equal to half your level.</p><p>You also gain the @UUID[Compendium.pf2e.actionspf2e.a47Npi5XHXo47y49] reaction.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"fTxZjmNLckRwZ4Po","image":{},"name":"Pathfinder Agent","sort":15200000,"src":null,"system":{},"text":{"content":"<p>You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.QnB5ArlO4wlRXQ2E] Feat 2</h2>\n<p><strong>Prerequisites</strong> member of the Pathfinder Society</p>\n<p><strong>Access</strong> You are from Absalom.</p>\n<hr />\n<p>Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in Pathfinder Lore, or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to wayfinders.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Pathfinder Agent archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.qQh8wnslOagixxD1] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<hr />\n<p>You've explored enough dusty tombs and hidden vaults to gain a sixth sense about traps, and you sometimes notice them even when you're not trying to. Even if you aren't Searching in exploration mode, you get a check to find traps that normally require you to Search for them. You still need to meet any other requirements to find the trap.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.68Kc4UyhnP4l8mxq] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication, trained in Survival</p>\n<hr />\n<p>You've trained yourself to maintain a strong sense of direction at all times, even when you can't use a compass or see the sky above. You immediately intuit which direction is north (assuming the concept of north exists at your current location).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8pmd9gMl3TamFx3u] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<hr />\n<p>When you set things up to help your allies, you also gain some of the fruits of your labors. When you successfully Aid an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully Aid a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to Climb the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vbHF6HEC9jQorFGl] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<hr />\n<p>You've traversed enough untamed wilderness to gain an intuitive understanding of the dangers that exist in such places. Your extensive familiarity means you sometimes notice perils even when you're not trying to. Even if you aren't Searching in exploration mode, you can attempt a check to find environmental hazards that normally require you to Search for them. You still need to meet any other requirements to find a particular hazard.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.3QLWe5oS9jGJ0Oq4] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<hr />\n<p>Thanks to the time you've spent wandering through wild and untamed environments, you've gained an intuitive sense about creatures. You sometimes notice them before they attack, or spot them nearby even if they weren't planning on attacking. You can attempt a check to notice hidden creatures attempting to Avoid Notice nearby even if you aren't actively Searching for them. You still need to meet any other requirements to notice a particular creature.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.YhclkX1nfyUU8RtO] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p>During your training to become a Pathfinder Agent you were schooled on a wide variety of creatures you might encounter, and you can think back to that training to gain crucial insight in times of need. Attempt a check to Recall Knowledge about a creature you can see, adding your level as a proficiency bonus if you are untrained (rather than 0). If you roll a failure (but not a critical failure) on this check, you get a success instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pfBVx5xBfwKd1iVL] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<hr />\n<p>You're familiar with the danger that lingering spirits can pose to an unwary adventurer, and you're particularly attuned to their presence. Even if you aren't Searching in exploration mode, you can attempt a check to find haunts that normally require you to Search for them. You still need to meet any other requirements to find a particular haunt.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.0Dy8RlFqrzCVOTl4] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<hr />\n<p>Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with Recall Knowledge. When attempting Recall Knowledge checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.nU8W1QoA9hl3h6nR] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<p><strong>Trigger</strong> An ally you can see succeeds or critically succeeds at a Strength- or Dexterity-based skill check, using a skill in which you are untrained.</p>\n<hr />\n<p>Pathfinder agents serve as members of diverse teams with complementary skill sets. You are practiced at following the example of a more skilled ally to accomplish a wide variety of tasks. For the next minute you can add your level as a proficiency bonus to the observed skill check, even though you are untrained. This does not allow you to attempt trained actions using that skill unless you would otherwise be able to do so.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UyMQ1X8KLSZvm7AT] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<hr />\n<p>You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. Additionally, you can Activate your wayfinder with a Single Action (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Pathfinder Society. This transformation lasts for 1 hour.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7O0PrMoXd5L8dRfg] Feat 6</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<p><strong>Trigger</strong> You are about to roll a Perception, Society, or Thievery check for initiative.</p>\n<hr />\n<p>You visually or audibly warn your companions of danger, granting them a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this free action gains either the visual or auditory trait.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.xLD9EmkEmT8hgwv7] Feat 6</h2>\n<p><strong>Prerequisites</strong> expert in Crafting, Pathfinder Agent Dedication</p>\n<hr />\n<p>You're renowned for your ability to recover important items, whether they're from a long-abandoned temple or a thieves' den, and sometimes that requires creating a stand-in. You can spend 1 minute to assemble a facsimile of an object of no more than 1 Bulk that you can see from available materials. The facsimile has the same shape and Bulk as the replaced object and can pass as the object if not examined. A creature familiar with the original who examines the object automatically realizes that it is a fake. A creature not familiar with the original can still tell it was a hastily jury-rigged stand-in of some kind, but they might not know the object was supposed to be something else.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.OjvE7gaQgWiBqOhY] Feat 6</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication, Thorough Reports</p>\n<p><strong>Requirements</strong> You have successfully identified the target with Recall Knowledge during this combat.</p>\n<hr />\n<p>Identifying a creature is the first step in finding its weaknesses. Attempt a Strike against the target; if successful, you deal an additional 1d6 precision damage. If you have succeeded on a Recall Knowledge check against the target during this combat and their creature type was previously recorded using Thorough Reports, you also deal [[/r 1[bleed]]] damage. The creature is then temporarily immune to Discerning Strike for 1 day.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.uwJQUFLymAWtJu1a] Feat 6</h2>\n<p><strong>Prerequisites</strong> expert in Athletics, Pathfinder Agent Dedication</p>\n<hr />\n<p>You are trained to preserve the archaeological value of your location when entering. You don't take a penalty to Force Open doors, windows, or containers without a crowbar. If you roll a success on a check to Force Open, you get a critical success instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pkH4DPmMWcimMov7] Feat 6</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication, Wayfinder Resonance Tinkerer</p>\n<p><strong>Requirements</strong> You have at least one 1st-level spell slot and a wayfinder.</p>\n<hr />\n<p>You can use your wayfinder to store a little extra magic for when you need it most. When making your daily preparations, you can choose one 1st-level spell from your spellbook or spell repertoire and store it in your wayfinder. You can cast this spell from the wayfinder using the normal actions required. Once the spell has been cast, it is expended, and you must make your next daily preparations to store another spell in your wayfinder.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.yoeMOIgH8Snw1JCQ] Feat 8</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication, master in a skill used to Recall Knowledge</p>\n<p><strong>Frequency</strong> once per round</p>\n<p><strong>Trigger</strong> You successfully Recall Knowledge about a creature you can see, using a skill in which you are a master.</p>\n<hr />\n<p>Your Pathfinder training allows you to quickly size up numerous threats. Attempt to Recall Knowledge against a different kind of creature you can see using the same skill. You must still meet the requirements to attempt this check.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5vRXZcGAbqKRoaqL] Feat 8</h2>\n<div><strong>Prerequisites</strong> master in a Recall Knowledge skill, Pathfinder Agent Dedication\n<p><strong>Requirements</strong> You have master proficiency in a skill to identify the triggering creature.</p>\n<p><strong>Trigger</strong> Your first turn of an encounter begins, and you can see a creature.</p>\n</div>\n<hr />\n<p>You quickly assess the threat so you can relay the information to your team. Attempt a Recall Knowledge check against the triggering creature.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.n3vpCWPjXAInRTyR]{Snap Out Of It!} Feat 8</h2>\n<div>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication, master in Medicine</p>\n<hr />\n<p>Pathfinders are trained to help each other be safe and successful, and you know how to jolt your allies back to their senses. Attempt a Medicine check on an adjacent ally who is fascinated, frightened, stunned, or stupefied and choose one of those conditions. The DC is the DC for the effect that caused the condition.</p>\n<hr />\n<p><strong>Critical Success</strong> Reduce the value of the chosen condition by 2. If you chose fascinated, that condition ends.</p>\n<p><strong>Success</strong> Reduce the value of the chosen condition by 1. If you chose fascinated, that condition ends.</p>\n<p><strong>Failure</strong> The target is unaffected.</p>\n<p><strong>Critical Failure</strong> You increase the value of the chosen condition by 1. If you chose fascinated, increase the duration by 1 round instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.o98nJriWE95xgweg] Feat 8</h2>\n<div>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication, Wayfinder Resonance Tinkerer</p>\n<hr />\n<p>You are adept at using the unusual resonance of your wayfinder to aid in any deceptions you might employ. Once per day you can activate your wayfinder to cast illusory disguise, heightened to 2nd level, as an arcane spell. Additionally, once per day, you can Activate your wayfinder with a single-action envision activation to transform it into a perfect replica of another similarly sized badge of membership or office, such as an Aspis Consortium badge. This transformation lasts for 1 hour.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.JwosaDYoqfPiFMYa] Feat 10</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<hr />\n<p>Pathfinders are often asked to study the intricacies of ancient history under less than ideal conditions, and you've trained your brain to make the most of your limited time. You quickly memorize an inscription, scroll, or other piece of writing you can clearly see whose length is equivalent to no more than one page. You can then accurately recreate this writing using a writing kit, wax tablet, or other writing medium, once you have reached safety. You don't need to understand the writing or identify the language to reproduce it. Your memory lasts until the next time you make your daily preparations; if you have not written down or otherwise recreated what you saw by this point, your memory fades and any attempt to recreate what you saw is garbled and unintelligible. You can have only one piece of writing memorized at a time; any previous memorization fades the next time you use this ability.</p>\n</div>\n</div>\n<h2>@UUID[Compendium.pf2e.feats-srd.amf2zZuW299eiHAZ] Feat 10</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<p><strong>Trigger</strong> You fail, but don't critically fail, an attempt to Disable a Device on a trap.</p>\n<hr />\n<p>You intentionally set off the trap, but you take special precautions to protect yourself and your allies from the trap's effects. For the next 2 rounds, if the trap rolls a critical success on an attack roll, it gets a normal success instead, and if anyone rolls a critical failure on their saving throw against the trap, they get a normal failure instead.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.a2Owk9WI4pjSPuHf] Feat 12</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<hr />\n<p>You attempt to Recall Knowledge about a creature, and the GM uses the same secret roll result against the creature's Deception or Stealth DC, giving you the information from a Battle Assessment. You might get a different degree of success on the Recall Knowledge check than what you get for the Battle Assessment. If you have the Battle Assessment feat, you gain the effects of Educated Assessment whenever you Recall Knowledge (such as with the Automatic Knowledge feat).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.xNejAvuRXKYq2D6A] Feat 12</h2>\n<p><strong>Prerequisites</strong> Pathfinder Agent Dedication</p>\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p>Your time as a Pathfinder has taught you how to improvise, and you've learned to make use of the resources you find in the field. You Invest a magic item and remove a previously invested item. The previous item no longer counts against your limit of 10 invested items.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"O9P1YgtiCgHlPNp5","image":{},"name":"Pirate","sort":15400000,"src":null,"system":{},"text":{"content":"<p>You live a life of freedom, taking by force and intimidation all that you desire. You may be a privateer, raiding and plundering on behalf of a particular nation or another authority, or you may answer to no one but your own capricious whims. Either way, you rely on intimidation, wits, and combat prowess to take what you want from those you deem less deserving.</p>\n<p>Pirates have much in common with swashbucklers, and many pirates have the swashbuckler class or archetype. Much like a swashbuckler's daring deeds, classic pirate maneuvers are often showy feats intended to impress, intimidate, and gain panache. For example, if you have the panache class feature and your Acrobatics check for a Boarding Assault exceeds the very hard DC for your level, you would gain panache.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.l1eCHNahsBb7rUkT] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Intimidation</p>\n<hr />\n<p>As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in Sailing Lore, or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Pirate archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.i86JRWsFRpfEJnZP] Feat 4</h2>\n<p><strong>Prerequisites</strong> Pirate Dedication</p>\n<hr />\n<p>You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons: hatchet, rapier, scimitar, and whip. Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wpqKltAoJjRQgWow] Feat 4</h2>\n<p><strong>Prerequisites</strong> trained in Acrobatics and Athletics, Pirate Dedication</p>\n<hr />\n<p>You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an Athletics check to Climb a rope or an Acrobatics check to Balance on a rope, you get a critical success instead. You <span style=\"font-size:14px\">aren't flat-footed while Climbing or Balancing on a rope.</span></p>\n<h2>@UUID[Compendium.pf2e.feats-srd.TzBP8yiZQHNhei1V] Feat 8</h2>\n<p><strong>Prerequisites</strong> Pirate Dedication</p>\n<hr />\n<p>You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to Demoralize an opponent; this check gains the incapacitation trait. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to Demoralize was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"wMUAm1PJ1HjJ8fFU","image":{},"name":"Pistol Phenom","sort":15600000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>\"You saw what I can do, so you know I'm telling the truth when I say that I don't miss. That was just a warning shot. Now if you'd kindly empty out that coffer into my bag of holding, I don't see any need for this to get unpleasant... do you?\"<br />-Unidentified pistol-twirling half-elf desperado, just before absconding with the funds a corrupt Alkenstar shield marshal planned to use to bribe a judge.</p>\n<p>You treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol paired with a melee weapon to pull off showy maneuvers. However you slice it, though, the use of pistols or other one-handed firearms is crucial to your technique and style.</p>\n<p>To you, everything is a show, and you use your gun as a prop and instrument, not just to kill opponents but to trick, mislead, hinder, and even bully them into doing what you want them to do. While others tend to focus on delivering as much devastation downrange as possible, your style is all about control. By controlling a foe's attention and actions, you can bolster your own attacks and mitigate the foe's potential for mayhem. You control the tempo of the battle much as you would a staged performance, carefully ensuring your foe's actions don't fall outside of your intended script. You're both the director and the star of this show, and your enemies dance to the tune you play with your pistol... sometimes quite literally!</p>\n<section class=\"info\">\n<h4>What Makes a Phenom?</h4>\n<p>Many gunslingers can learn how to twirl a pistol or intimidate a foe, but it's not just your skills that make you a phenom, it's your style and attitude. As a pistol phenom, you understand how to grab everyone's attention with everything you do, especially the way you talk, the way you walk, and the way you use your gun. But what's more, you're well aware of that fact and the power you have over others, and you aren't afraid to flaunt it.</p>\n<p>Despite this attitude, or perhaps because of it, as a pistol phenom you likely tend to get along well with groups of allies, understanding both how to take the spotlight to protect your allies and how to share it to make sure they get their time in the sun. The one exception to this can be other pistol phenoms. When two or more pistol phenoms gather in the same group, it's almost inevitable for a duel or other contest to arise. However, such a contest need not end in enmity. Depending on your temperament, and that of the other pistol phenom, the result of the exhilarating rivalry expressed during competition could be a lifelong friendship, albeit one in which you both keep score of your greatest achievements to compare exploits.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.PFMsj4LtdAIuGn4R] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in at least one type of one-handed firearm, trained in Deception, trained in Performance</p>\n<hr />\n<p>You catch an opponent off-guard by spinning your weapon. You gain the @UUID[Compendium.pf2e.feats-srd.A2EBy2L4acrehiAA] gunslinger feat, enabling you to Feint against creatures within your weapon's first range increment. This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, although as normal, it doesn't count as another pistol phenom feat for the purpose of meeting Pistol Phenom Dedication's special entry and taking another archetype. Whenever you Feint with a one-handed firearm, you can choose to attempt a Performance check instead of a Deception check.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you've gained at least two other feats from the pistol phenom archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.FbzbZc4LGUTcz9tA] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.PFMsj4LtdAIuGn4R]</p>\n<hr />\n<p><strong>Requirements</strong> You're wielding a loaded one-handed firearm.</p>\n<hr />\n<p>Your flair keeps foes' attention, as your motions with your gun draw your foes into a deadly game. As you toy with them and performatively brandish your weapon, you build their tunnel vision, leaving them trapped in a perceptual gauntlet of your own making. Attempt a Performance check against the Will DC of a single target within your one-handed firearm's first range increment.</p>\n<hr />\n<p><strong>Critical Success</strong> The target takes a -2 status penalty to attack rolls against creatures other than you until the beginning of your next turn.</p>\n<p><strong>Success</strong> The target takes a -1 status penalty to attack rolls against creatures other than you until the beginning of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8x3wqCZgYzJiSyR1] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.PFMsj4LtdAIuGn4R]</p>\n<hr />\n<p>Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes (or other visual organs). Attempt a Performance check against the target creature's Will DC and make a ranged firearm Strike against that target. If the Strike deals damage to the target creature and you succeed at the Performance check, the creature is @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 round.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.dtPXuS8MiWrz5UNK] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.PFMsj4LtdAIuGn4R]</p>\n<hr />\n<p><strong>Requirements</strong> You're wielding a loaded firearm.</p>\n<hr />\n<p>Using a carefully aimed shot, you make a creature \"dance.\" You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment.</p>\n<hr />\n<p><strong>Critical Success</strong> The creature can't use reactions, is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg], and takes a -2 circumstance penalty to Reflex saves. These effects last until the start of its next turn.</p>\n<p><strong>Success</strong> The creature can't use reactions until the start of its next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.4YqmeJQwnrG1Lg07] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.PFMsj4LtdAIuGn4R]</p>\n<hr />\n<p>You're possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms. Using that distinctive verve, when you perform impeccably and control the scene with your abilities, you also manage to set up your foes for disaster and ensure they remain in your sights for any follow-up attacks you want to make against them. If you critically succeed at a Performance check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ssrublnppwFSvVcb] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.PFMsj4LtdAIuGn4R]</p>\n<hr />\n<p><strong>Requirements</strong> You're wielding a loaded firearm.</p>\n<hr />\n<p>You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air. You fire your firearm and then attempt a single Intimidation check to Demoralize each enemy within 30 feet. Creatures who become frightened instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these frightened creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.dloGUhZYG1xUPVE4] Feat 14</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.PFMsj4LtdAIuGn4R]</p>\n<hr />\n<p><strong>Requirements</strong> You're wielding a loaded one-handed firearm and a one-handed melee weapon.</p>\n<hr />\n<p>You fire your gun while throwing off a target's balance with your melee weapon. Then, you topple your foe to the ground with the quick orchestrated combination. You don't need to use brute force to do so, or even necessarily to hit with your gunshot; the effect is all about performing perfectly and eliminating your target's movements and options, leaving them no choice but to fall.</p>\n<p>Make a ranged firearm Strike against a creature within the reach of your melee weapon and then attempt a Performance check against the creature's Reflex DC. If the Strike critically succeeds, the target takes a -2 circumstance penalty to its Reflex DC against this check. The Performance check has the following effects.</p>\n<hr />\n<p><strong>Critical Success</strong> The target falls and lands @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60]. It takes [[/r 2d6[bludgeoning]]] damage from the fall.</p>\n<p><strong>Success</strong> The target falls and lands prone.</p>\n<p><strong>Critical Failure</strong> Your plans backfired on you, and you're forced to drop your melee weapon in your space.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"HvbDEgCsLbzuMRiR","image":{},"name":"Poisoner","sort":15800000,"src":null,"system":{},"text":{"content":"<p>People are so delightfully fragile when exposed to the glories of nature. The bite of a certain serpent makes the blood congeal to jelly. A particular stone, suitably powdered, causes hallucinations and delirium. The sap of a tree inflicts such pain that death seems preferable. You are a student of such dark wonders, making you a dangerous foe indeed.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.0lieFKdwgNVXep7u], @UUID[Compendium.pf2e.feats-srd.QZ00D2xdJnbWFzml]; 6th @UUID[Compendium.pf2e.feats-srd.ALbosSUygdq4T1Yk], @UUID[Compendium.pf2e.feats-srd.FdP21jbjHHGpHut1]; 8th @UUID[Compendium.pf2e.feats-srd.b7isszc8C75V3okn]; 10th @UUID[Compendium.pf2e.feats-srd.9Eufa07qvXG41QmG], @UUID[Compendium.pf2e.feats-srd.XtIPmZ3Ihq5NJHP2]; 12th @UUID[Compendium.pf2e.feats-srd.AYXherMu9gFTyXjp]; 18th @UUID[Compendium.pf2e.feats-srd.IA8p9oYmsCbipmhw]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.y7DDs03GtDnmhxFp] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Crafting</p>\n<hr />\n<p>You make a point of always having a few toxins near at hand-you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Poisoner archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pKoW1X95LjmWn5Jq] Feat 4</h2>\n<p><strong>Prerequisites</strong> Poisoner Dedication, trained in Medicine</p>\n<p><strong>Requirements</strong> Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison.</p>\n<hr />\n<p>Poisons attack specific parts of the body-one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.VruIzuysxw4tY6rk] Feat 6</h2>\n<p><strong>Prerequisites</strong> Poisoner Dedication, expert in Crafting</p>\n<hr />\n<p>Your advanced alchemy level for poison increases to your level - 3.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.eHkMcQQ4ejRAFJAt] Feat 6</h2>\n<p><strong>Prerequisites</strong> Poisoner Dedication</p>\n<p><strong>Trigger</strong> A creature adjacent to you hits you with a melee unarmed Strike.</p>\n<p><strong>Requirements</strong> You have prepared your clothing to poison attackers (see below).</p>\n<hr />\n<p>In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time.</p>\n<p>When you use this reaction, the triggering creature is exposed to the suffused poison.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.nx2nB10rypAuspAa] Feat 8</h2>\n<p><strong>Prerequisites</strong> Poisoner Dedication</p>\n<p><strong>Trigger</strong> You fail a save against a poison.</p>\n<hr />\n<p>A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, oranother poison.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"XLug8rxIe1KPX6Nf","image":{},"name":"Provocator","sort":16000000,"src":null,"system":{},"text":{"content":"<p>The provocator is a gladiator who mixes brilliant performance with mastery of weapons.</p>\n<h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.VJ3wIsfmabK02SNg] Feat 10</h2>\n<p><strong>Prerequisites</strong> Strength 14, Charisma 14</p>\n<p><strong>Access</strong> Successfully defeat the eberarks in the Irorium.</p>\n<hr />\n<p>For you, fighting is as much about style as skill. You become trained in simple weapons, martial weapons, and one advanced weapon of your choice. When you critically succeed at an attack roll using your chosen advanced weapon, you also apply the critical specialization of that weapon. You become an expert in Performance and your choice of either Acrobatics or Athletics. If you were an expert in all three of these skills, you instead become an expert in a skill of your choice.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the provocator archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.lmAuoHPxzQdaSUmN] Feat 12</h2>\n<p><strong>Prerequisites</strong> Provocator Dedication</p>\n<p><strong>Requirements</strong> You aren't encumbered or overburdened.</p>\n<p><strong>Trigger</strong> You succeed or critically succeed at a Reflex saving throw.</p>\n<hr />\n<p>You Step up to 10 feet.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.isdTXU8bV7ZVOAuQ] Feat 12</h2>\n<p><strong>Prerequisites</strong> Provocator Dedication</p>\n<p><strong>Requirements</strong> Your last action was a Strike that dropped an opponent to 0 Hit Points.</p>\n<hr />\n<p>Attempt a Performance check, comparing the result to the Will DC of each foe within 30 feet who can see you. Regardless of the result, each target is immune to your Flourishing Finish for 10 minutes.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is Frightened 2.</p>\n<p><strong>Success</strong> The target is frightened 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.IdKfWg48qMieuzl7] Feat 14</h2>\n<p><strong>Provocator Dedication</strong></p>\n<hr />\n<p>You Strike a target within reach and then Step to any other open space adjacent to that target. Your target is then flat-footed against your next Strike this turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ZTxiM8NExDmxHJDf] Feat 14</h2>\n<p><strong>Prerequisites</strong> Provocator Dedication</p>\n<hr />\n<p>You Strike a target within reach. If you hit and deal damage, the target is also Restrained as if you had critically succeeded at an Athletics check to <span style=\"white-space:nowrap;background-color:#dddddd\">Grapple</span>.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.giupBd3dyOwdeoFl] Feat 16</h2>\n<p><strong>Prerequisites</strong> Provocator Dedication, expert in any kind of weapon or unarmed attack</p>\n<hr />\n<p>Your experience has made you better with a wide variety of weapons. Your proficiency ranks for simple weapons and martial weapons increase to expert, as does your proficiency rank for your chosen advanced weapon.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ePfibeHcnRcjO6lC","image":{},"name":"Reanimator","sort":16200000,"src":null,"system":{},"text":{"content":"<p>Most cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations before. Such customs assume a common conclusion: once the spirit that inhabited it has gone on to the Boneyard, the empty shell of a corpse has no purpose beyond its eventual return to the elements that formed it. You know differently. As the vessels that once housed immortal souls, corpses hold great power and potential, perfect construction materials for creations of unsurpassed wonder. As a reanimator, you have chosen to focus your study of the necromantic arts on the transformation of dead flesh into innumerable varieties of undead, from the lowliest shuffling corpses and brittle skeletons to abominations of ghastly splendor barely conceived of by only the most fanatical-or brilliant- mortal minds.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.xSYkYRKlSyLzPrH1]; 12th @UUID[Compendium.pf2e.feats-srd.PxBQ4JdaPS2KTAG7]; 14th @UUID[Compendium.pf2e.feats-srd.wnrlBkwVr8BSVAZt]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5Cm2TYHzoO2DbQNM] Feat 2</h2>\n<p><strong>Prerequisites</strong> able to cast animate dead with a spell slot</p>\n<hr />\n<p>You have dedicated your studies to the art of raising and commanding undead. If you're a spontaneous spellcaster with <em>@UUID[Compendium.pf2e.spells-srd.9WGeBwIIbbUuWKq0]</em> in your repertoire, it becomes a signature spell in addition to your usual signature spells. If you're a prepared spellcaster with animate dead in your spells known, spellbook, or the like, you can spend 10 minutes contemplating undeath to replace one of the spells you've prepared in your spell slots with an animate dead spell of the same level. In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead, the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the reanimator archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.PjsIiVM7yI0XgaFi] Feat 6</h2>\n<p><strong>Prerequisites</strong> Reanimator Dedication</p>\n<hr />\n<p>No means of creating or ruling the undead is beyond your grasp, even those of magical traditions not your own. You learn either the <em>@UUID[Compendium.pf2e.spells-srd.DLFupJuCfzyLCQcO]</em> or <em>@UUID[Compendium.pf2e.spells-srd.Cd6Crl4wpQaMSYrF]</em> focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating over the earthly remains of a dead sentient creature. The rules for focus spells appear on page 300 of the Core Rulebook. Focus spells granted by the reanimator archetype are from the same tradition as those used to meet the archetype's prerequisite.</p>\n<p><strong>Special</strong> You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.reoylyGMDPl7H6L5] Feat 6</h2>\n<p><strong>Prerequisites</strong> Reanimator Dedication; expert in Arcana, Occultism, or Religion</p>\n<hr />\n<p>Any necromancer can create zombies and skeletons, but you know the secrets behind the creation of far more advanced undead monstrosities. You learn the <em>@UUID[Compendium.pf2e.spells-srd.c3b6LdLlQDPngNIb]</em> rituals to create two types of common undead for which you meet the prerequisites. (Your GM might give you access to additional types of undead.) You can't teach these rituals to anyone else and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. When you reach a new level, you can change either or both of these rituals to a different type of undead for which you now meet the prerequisites.</p>\n<p>When acting as primary caster, you can perform all create undead rituals in 4 hours instead of 1 day and you gain a +2 circumstance bonus to your primary check. You can also perform the ritual without the aid of a secondary caster, in which case you attempt the secondary check.</p>\n<p><strong>Special</strong> You can select this feat more than once. Each time, you learn the rituals to create two more types of undead creatures.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8cq6NO087Te3P9yw] Feat 8</h2>\n<p><strong>Prerequisites</strong> Reanimator Dedication</p>\n<p><strong>Frequency</strong> once per day</p>\n<p><strong>Requirements</strong> You have cast animate dead this turn.</p>\n<hr />\n<p>You sway with the motions of your spells that animate the dead, channeling your power to sustain two at the same time. You Sustain your previous casting of animate dead, binding the necromantic energy of the two spells together with metaphysical twine. On subsequent rounds, you can Sustain both animate dead spells with a single action to Sustain the Spell. This benefit lasts until either of the spells ends.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.QHh442n2CEtJr23B] Feat 10</h2>\n<p><strong>Prerequisites</strong> Deathly Secrets</p>\n<hr />\n<p>Your undead secrets grow stronger still. You learn either the <em>@UUID[Compendium.pf2e.spells-srd.qzsQmpiQodHBBWYI]</em> or <em>@UUID[Compendium.pf2e.spells-srd.2YIr0S2Gt14PMMQp]</em> focus spell. Your focus pool increases by 1 point.</p>\n<p><strong>Special</strong> You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.178rqdgJBF9Rl0Gi] Feat 12</h2>\n<p><strong>Prerequisites</strong> Deathly Secrets</p>\n<hr />\n<p>You have reached the pinnacle of the reanimator's craft: the ability to raise nearly any corpse or skeleton as a gruesome mockery of the creature it once was. You learn the <em>@UUID[Compendium.pf2e.spells-srd.Z82DvtSXafPmh4KV]</em> focus spell. Your focus pool increases by 1 Focus Point.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"CB9YE4P7A2Wty1IX","image":{},"name":"Red Mantis Assassin","sort":16400000,"src":null,"system":{},"text":{"content":"<p>You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UuPZ7drPBnSmI8Eo] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in sawtooth sabers, deity is Achaekek, lawful evil alignment, member of the Red Mantis assassins</p>\n<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<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Red Mantis assassin archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.6RjilN93bgy34y3H] Feat 4</h2>\n<p><strong>Prerequisites</strong> trained in Religion, Red Mantis Assassin Dedication</p>\n<hr />\n<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>\n<h2>@UUID[Compendium.pf2e.feats-srd.bzKBUK6CH8tuLCfo] Feat 6</h2>\n<p><strong>Prerequisites</strong> Basic Red Mantis Magic</p>\n<hr />\n<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>\n<h2>@UUID[Compendium.pf2e.feats-srd.M2V1vqAziOkWV30B] Feat 6</h2>\n<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<p><strong>Prerequisites</strong> Red Mantis Assassin Dedication</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<h2>@UUID[Compendium.pf2e.feats-srd.4YeHOPzo3zOhZQCh] Feat 8</h2>\n<p><strong>Prerequisites</strong> Basic Red Mantis Magic</p>\n<hr />\n<p>You gain the <em>@UUID[Compendium.pf2e.spells-srd.bKDsmKVosexwJ80i]</em> focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying to Achaekek or researching your assigned kill.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Ph7yWRR376aYh12T","image":{},"name":"Ritualist","sort":16600000,"src":null,"system":{},"text":{"content":"<p>While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck gives them surprising skill at performing rituals, whether they want that power or not.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.kU4K9jj9qnktoAaQ] Feat 2</h2>\n<p><strong>Prerequisites</strong> expert in Arcana, Nature, Occultism, or Religion</p>\n<hr />\n<p>You have begun to master the difficult art of casting rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.bmWvMfYxZbZtigDp] Feat 6</h2>\n<p><strong>Prerequisites</strong> Ritualist Dedication</p>\n<hr />\n<p>You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.dAckQkpg1qyTz8od] Feat 6</h2>\n<p><strong>Prerequisites</strong> Ritualist Dedication</p>\n<hr />\n<p>You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jYKKnr41OqQrf7hv] Feat 8</h2>\n<p><strong>Prerequisites</strong> Ritualist Dedication</p>\n<hr />\n<p>You can perform some rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.v482u7QboZEbhgvv] Feat 10</h2>\n<p><strong>Prerequisites</strong> Flexible Ritualist</p>\n<hr />\n<p>You can cover for a secondary caster's error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.TQCpXi1hwYX6VIhp] Feat 14</h2>\n<p><strong>Prerequisites</strong> Efficient Rituals</p>\n<hr />\n<p>You can perform rituals in only a fraction of the usual time. If a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"09VwtSsYldMkVzU1","image":{},"name":"Runelord","sort":16800000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Rare</p>\n<hr />\n<p>You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power.</p>\n<p>You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called aeon stones, embedding them into your skin.</p>\n<p><strong>Additional Feats</strong> 2nd @UUID[Compendium.pf2e.feats-srd.z0HX5L7bOOrKi0dD]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.mz2x4HFrWT8usbEL] Feat 2</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.classfeatures.HYTaibaCGE85rhbZ]</p>\n<hr />\n<p>Your rune magic increases, and you practice with your school's associated weapon. You gain an additional cantrip of your chosen arcane school, and each time you gain a level (including this level), you add an additional spell from your chosen arcane school to your spellbook, with the same restrictions as the two spells you normally add.</p>\n<hr />\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the runelord archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.EZrxp0XxYh9rjghB] Feat 2</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.mz2x4HFrWT8usbEL], trained in Crafting</p>\n<hr />\n<p>You discover the secrets to embedding <em>aeon stones</em> into your flesh. You spend 1 day attuning to an <em>aeon stone</em> and physically embedding it in your skin. While the stone is embedded this way, you gain the benefits of the aeon stone as if it were orbiting above your head, but it protects the stone from being noticed or stolen as easily. <em>Aeon stones</em> in your flesh must be invested to function, as usual.</p>\n<p>You can also use this activity to safely remove an embedded <em>aeon stone</em> in 1 day. Someone without this feat can attempt to surgically remove it safely by spending 1 day and succeeding at a DC 30 Medicine check, or hastily by simply ripping it from a corpse.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.OxvZSFGOjGfcSCv8] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.EZrxp0XxYh9rjghB]</p>\n<hr />\n<p>You gain the resonant power of one embedded <em>aeon stone</em> as if it were placed in a wayfinder. While you can embed multiple <em>aeon stones</em> in your flesh, you can gain the resonance power from only one embedded stone at a time, selected each day when you make your daily preparations.</p>\n<hr />\n<p><strong>Special</strong> At 8th level, you can take this feat again. If you do, you gain the resonance powers of up to four invested <em>aeon stones</em> instead of only one.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.NQTpuGhB7Rq9zJkt] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.mz2x4HFrWT8usbEL]</p>\n<hr />\n<p>Your connection to rune magic has revealed tricks to make polearms deadlier in your hands. You gain the critical specialization effects of polearms.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.zAJY8rLvZjzOK0Mt] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.mz2x4HFrWT8usbEL]</p>\n<hr />\n<p>During daily preparations, you can indulge in your associated sin. When you do, you gain one additional spell slot of any spell level up to two levels below the highest-level wizard spell you can cast. You can prepare only a spell of your specialized school in this slot. As with any other act, indulging in your sin might change your alignment if your behavior harms someone else.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.AGovcdAzmUqxgiOq] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.mz2x4HFrWT8usbEL]</p>\n<hr />\n<p><strong>Requirements</strong> Your arcane bonded item is a polearm.</p>\n<hr />\n<p>During your daily preparations, you can magically fuse your arcane bonded weapon and a magical staff together into one item, with the staff making up the haft of the weapon. You prepare the staff at the same time you do this, and you can do this only with a staff you're able to prepare. This fusion lasts until the next time you make your daily preparations.</p>\n<p>While the two are fused, the weapon's haft takes on aesthetic aspects of the staff.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.xWWcxZUgQTaHZHkY] Feat 12</h2>\n<p><strong>Prerequisites</strong> Counterspell, @UUID[Compendium.pf2e.feats-srd.mz2x4HFrWT8usbEL]</p>\n<hr />\n<p>Your intricate knowledge of your school lets you easily negate spells from that school. Instead of being able to counter a foe's spell with Counterspell only if you have the same spell prepared, if the foe casts a spell from the school matching your specialization, you can Counterspell it with any other spell of the same school.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ZB2WMbhALgQTGY3c] Feat 18</h2>\n<p><strong>Prerequisites</strong> Counterspell, @UUID[Compendium.pf2e.feats-srd.mz2x4HFrWT8usbEL]</p>\n<hr />\n<p>When you Counterspell a spell with a school matching your specialization, if you critically succeed at your counteract check, or if you succeed while using a spell of a higher level than the spell you countered, you can redirect the spell you countered. You choose the target, area, and other aspects of the spell and use your own spell DC, spell attack roll, or other statistics as appropriate to determine the effects.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"j5uZbCwoHOOEO1bC","image":{},"name":"Runescarred","sort":17000000,"src":null,"system":{},"text":{"content":"<p>The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon.</p><h2>@UUID[Compendium.pf2e.feats-srd.luKAFJAvdbAgEwV7] Feat 2</h2><p><strong>Prerequisites</strong> trained in Arcana</p><p><strong>Access</strong> You are from the Saga Lands.</p><hr /><p>Whether through blood (if you're Varisian, Shoanti, or New Thassilonian) or by exposure to rune magic, you have become runescarred, with visible, glowing runes on your body in the form of tattoos or scars. You might have possessed these marks before gaining the archetype, but you only truly became runescarred when you chose to study and tap into the runes' power. You become an expert in Arcana and you also become trained in Thassilon Lore, or an expert in Thassilon Lore if you were already trained in it.</p><p>Choose one cantrip from the arcane list. One of the runes on your body corresponds to the chosen cantrip, and you can cast the chosen cantrip as an innate arcane spell.</p><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the runescarred archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.FItD6HmjasjbLdgS] Feat 4</h2><p><strong>Prerequisites</strong> Runescarred Dedication</p><hr /><p>The magical runes on your body grant you several magical abilities. Choose a 1st-level arcane spell. You gain a spell rune on your body corresponding to the chosen spell, which you can cast once per day as an innate spell. At 6th level, you gain a spell rune corresponding to a 2nd-level arcane spell, and at 8th level, you gain a spell rune corresponding to a 3rd-level arcane spell.</p><h2>@UUID[Compendium.pf2e.feats-srd.MM9NcRyXWX2LFiuF] Feat 6</h2><p><strong>Prerequisites</strong> Runescarred Dedication</p><hr /><p>You've bridged a connection between the runes on your body and the magic of runestones, allowing you to place an armor rune on your living flesh. Your body can hold a single property rune; you can't etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune's effects in addition to any effects of that armor.</p><h2>@UUID[Compendium.pf2e.feats-srd.u4idmXH5dd2gU9uA] Feat 6</h2><p><strong>Prerequisites</strong> Runescarred Dedication</p><hr /><p>Your runes provide a warding effect that protects you against a specific school of magic. Choose a school of magic other than divination. You gain a rune on your body corresponding to that school, and you gain a +2 circumstance bonus to all saving throws against effects of that school.</p><h2>@UUID[Compendium.pf2e.feats-srd.hRJV7byfPUHx1b9P] Feat 10</h2><p><strong>Prerequisites</strong> Spell Runes</p><hr /><p>You gain more powerful spell runes. You gain a spell rune corresponding to a 4th-level arcane spell. At 12th level, you gain a spell rune corresponding to a 5th-level arcane spell, and at 14th level, you gain a spell rune corresponding to a 6th-level arcane spell.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"bApp2BZEMuYQCTDM","image":{},"name":"Scout","sort":17200000,"src":null,"system":{},"text":{"content":"<p>You're an expert in espionage and reconnaissance, able to skulk silently through the wilderness to gather intelligence, sneak through enemy lines to report to your comrades, or suddenly and decisively strike your foes. Your skills ease the difficulty of travel for you and your companions and keep you all on guard when you're approaching danger.</p>\n<p><strong>Additional Feats</strong> 12th @UUID[Compendium.pf2e.feats-srd.qqe5VmcO1s8iTOfd]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.qMa2fIP2nqrFzHrq] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Stealth and Survival</p>\n<hr />\n<p>You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the Scout's Warning ranger feat. When you're using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Scout archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.6CE1nVGxt192AUGk] Feat 4</h2>\n<p><strong>Prerequisites</strong> Scout Dedication</p>\n<hr />\n<p>You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against that foe. For your Feint, you can attempt a Stealth check instead of the Deception check that's usually required, because you use the terrain around you to catch your foe off-guard.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.KOf6kmwAZaUJSDW9] Feat 4</h2>\n<p><strong>Prerequisites</strong> Scout Dedication</p>\n<hr />\n<p>You gain the Terrain Stalker skill feat twice, choosing a different terrain each time. If you Avoid Notice while exploring and any allies use Follow the Expert to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.hE6fchGuHuPIeKlO] Feat 6</h2>\n<p><strong>Prerequisites</strong> Scout Dedication</p>\n<hr />\n<p>You're able to quickly disappear and then move about stealthily. You Hide, then Sneak twice.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.elbj75qsUerbM725] Feat 6</h2>\n<p><strong>Prerequisites</strong> Scout Dedication</p>\n<hr />\n<p>You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jvQoupE76OeUpjZp] Feat 10</h2>\n<p><strong>Prerequisites</strong> Scout Dedication</p>\n<p><strong>Requirements</strong> You are hidden from or undetected by all of your opponents, and you aren't within 10 feet of any enemy.</p>\n<hr />\n<p>You leap from the shadows to strike your foes. Stride up to your Speed, then Strike twice. If you were hidden or unnoticed by the target of these Strikes, your foe is flat-footed against both attacks. Your multiple attack penalty applies normally for both attacks.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"4gKrDFB1GlILn9la","image":{},"name":"Scroll Trickster","sort":17400000,"src":null,"system":{},"text":{"content":"<p>Magic has long been written down, and in myriad forms. From the classic rolled parchment to strings tied with a hundred intricate knots, from baked clay tablets covered with incisions to bound collections of bamboo slips, magic is everywhere. You just need to know how to read it.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.uxHWqFbYD0ZvkeF8] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Arcana, Nature, Occultism, or Religion</p>\n<hr />\n<p>You've studied scrolls in depth. This might have been a comprehensive education in formal setting, or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the Trick Magic Item feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to Trick a Magic Item that's a scroll, you get a failure instead.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Scroll Trickster archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ROAUR1GhC19Pjk9C] Feat 6</h2>\n<p><strong>Prerequisites</strong> Scroll Trickster Dedication</p>\n<hr />\n<p>You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning-briefly. Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell. The spell must be a common spell from the Core Rulebook, or another spell you learned via Learn a Spell, and it must come from a tradition in which you have the corresponding skill trained. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. It can't be used to Learn the Spell.</p>\n<p>At 8th level, add a second temporary scroll containing a 2nd-level spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.HIyuVIh2XSDz3h2j] Feat 8</h2>\n<p><strong>Prerequisites</strong> Scroll Trickster Dedication</p>\n<hr />\n<p>You can activate the magic of a scroll with a cursory read as you draw it from your belt. You Interact to draw forth a scroll, then use Trick Magic Item on the scroll.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UrOj9TROtn8nuxPf] Feat 12</h2>\n<p><strong>Prerequisites</strong> Basic Scroll Cache</p>\n<hr />\n<p>Your scroll collection is more powerful. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.lIg5Gzz7W70jfbk1] Feat 18</h2>\n<p><strong>Prerequisites</strong> Expert Scroll Cache</p>\n<hr />\n<p>Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"0ZXiLwvBG20MzkO6","image":{},"name":"Scrollmaster","sort":17600000,"src":null,"system":{},"text":{"content":"<p>Members who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the wealth of knowledge at the Society's disposal. In addition to maintaining and researching the Society's massive collection of tomes and artifacts, these scholars are also eager to adventure in order to add to the Pathfinder's archives. They take tremendous pride in their ability to thoroughly observe, research, and catalog creatures and events. Members of the Scrolls value knowledge and preparation above strength and cunning, and they work to hone their intellectual skills. As a Scrollmaster, you are an elite member of this arm of the Society.</p><h2 class=\"title\">Pathfinder Society Archetypes</h2><p>The following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the @UUID[.fTxZjmNLckRwZ4Po] archetype can select one of these dedication feats even if they have not gained three feats from the Pathfinder agent archetype, and each of these archetypes' feats fulfills the @UUID[Compendium.pf2e.feats-srd.QnB5ArlO4wlRXQ2E]{Pathfinder Agent Dedication's} special requirement despite not being from the Pathfinder agent archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.uhfZtjbfJ8pZIWrF] Feat 6</h2><div><p><strong>Archetype</strong> Scrollmaster</p></div><div><p><strong>Prerequisites</strong> expert in any Lore skill, member of the Pathfinder Society affiliated with the School of Scrolls</p></div><hr /><p>Your experience chronicling adventures and discoveries grants you heightened discernment and memory. For 24 hours after learning a prominent fact-such as the name of an NPC you have met, the details of your mission briefing, and similar information-you can recall it without attempting a check, though this doesn't allow you to automatically memorize long strings of numbers or text. You also gain a +2 circumstance bonus to checks to remember a detail that has come up before in the current adventure, even if it was more than 24 hours ago.</p><p>If you have the @UUID[Compendium.pf2e.feats-srd.0Dy8RlFqrzCVOTl4] feat and have expert proficiency in the skill you're using to Recall Knowledge, your circumstance bonus to Recall Knowledge about creatures from that feat increases to +4.</p><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Scrollmaster archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.agWNAYqgyV58jlxm] Feat 8</h2><p><strong>Prerequisites</strong> Scrollmaster Dedication</p><hr /><p>You feel confident that you can explain your scrolls so well that even your allies can use them... hopefully. During your daily preparations, you can select a single scroll and instruct a single ally in its use. Until your next daily preparations, the ally can attempt to use the scroll with a single action that has the manipulate trait. The ally rolls the skill corresponding to the spellcasting tradition. The GM determines the DC based on the scroll's level, possibly adjusted for the situation. If the spell has a spell attack bonus or a spell DC, use your level as the proficiency bonus and the highest of your ally's Intelligence, Wisdom, or Charisma modifiers.</p><hr /><p><strong>Success</strong> For the rest of the ally's turn, they can spend actions to Cast the Spell.</p><p><strong>Failure</strong> The ally misremembers your instructions and can't use the scroll this turn.</p><p><strong>Critical Failure</strong> The ally misunderstood your instructions and can't use the scroll.</p><h2>@UUID[Compendium.pf2e.feats-srd.QYZovCDjOhBb1u01] Feat 8</h2><p><strong>Prerequisites</strong> Scrollmaster Dedication</p><hr /><p>You've spent countless hours learning to recognize and predict a creature's innate magical abilities. The first time you successfully Recall Knowledge to identify a creature, in addition to any information you learn from your successful check, you learn the names of three of the highest-level innate spells it can cast, and you gain a +2 circumstance bonus on your next save against an innate spell cast by that creature.</p><h2>@UUID[Compendium.pf2e.feats-srd.BFgrPAK2v3GSKQ5e] Feat 8</h2><p><strong>Prerequisites</strong> Scrollmaster Dedication</p><hr /><p>You see what others don't, and you've developed magical tricks to find hidden truth. You can cast <em>@UUID[Compendium.pf2e.spells-srd.vTQvfYu2llKQedmY]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Et8RSCLx8w7uOLvo]</em>, and <em>@UUID[Compendium.pf2e.spells-srd.jwK43yKsHTkJQvQ9]</em> as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.</p><h2>@UUID[Compendium.pf2e.feats-srd.9WMLIcHpwkQpUQfz] Feat 8</h2><p><strong>Prerequisites</strong> Scrollmaster Dedication</p><hr /><p>You've learned a few tricks to ensure you find every last magic item and interesting magical effect during your missions. You can cast detect magic and read aura as innate spells at will. You can also cast locate as an innate spell once per day, but only to locate magic items, not specific mundane objects or types of objects. If you could already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.</p><p>When you cast detect magic or read aura from this feat on an item or creature under the effect of a magic aura spell or interact with an item under the effect of an item facade spell, you gain a +2 circumstance bonus on your check to disbelieve the illusion.</p><h2>@UUID[Compendium.pf2e.feats-srd.PaUpesy5lyDLlwud] Feat 8</h2><p><strong>Prerequisites</strong> Scrollmaster Dedication</p><hr /><p>You gain the <em>@UUID[Compendium.pf2e.spells-srd.NxOYiKCqcuAHVRCj]</em> focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by spending 10 minutes to study a text or record notes on your recent experiences.</p><h2>@UUID[Compendium.pf2e.feats-srd.2Tla5D1vpGioh42x] Feat 8</h2><p><strong>Prerequisites</strong> master in a Decipher Writing skill, Scrollmaster Dedication</p><hr /><p>You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren't discouraged from making further attempts to get to the bottom of things. When you Decipher Writing, you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don't take the usual -2 circumstance penalty to further checks to decipher that text.</p><h2>@UUID[Compendium.pf2e.feats-srd.ADgQzThbtGKvp6hy] Feat 10</h2><p><strong>Prerequisites</strong> master in Arcana, Crafting, Nature, Occultism, or Religion; Scrollmaster Dedication</p><hr /><p>You learn how to apply your extensive knowledge of certain creatures using the lore you know. When you gain this feat, choose one of the following skills in which you have attained master proficiency: Arcana, Crafting, Nature, Occultism, or Religion. You can use the chosen skill to Recall Knowledge to identify any creature normally identifiable by any of the above skills. In addition, when you critically succeed at identifying a creature, you gain a +1 circumstance bonus to your next attack roll or saving throw against that creature.</p><h2>@UUID[Compendium.pf2e.feats-srd.EpWgrMznGbm8gceW] Feat 10</h2><p><strong>Prerequisites</strong> Scrollmaster Dedication</p><hr /><p>You've studied the many ways that ancient architects and spellcasters protected their possessions, such as by implementing deadly traps and curses, and learned some magic to counteract them. You can cast dispel magic, knock, and resist energy as innate spells, each once per day. If you can already cast spells, these spells are of the same tradition.</p><p>Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.</p><h2>@UUID[Compendium.pf2e.feats-srd.o8ogNJ53l1JDIJud] Feat 10</h2><p><strong>Prerequisites</strong> Scrollmaster Dedication</p><hr /><p>Experience or focused study have granted you mastery of a number of topics. When you know about something, you know about it in great detail. When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, at the GM's discretion, you might gain even more additional information or context than normal.</p><h2>@UUID[Compendium.pf2e.feats-srd.TNV1cs1VFqdj4D2M] Feat 10</h2><p><strong>Prerequisites</strong> master in a skill with the Recall Knowledge action, Scrollmaster Dedication</p><hr /><p>You've mastered the art of deceiving others about your area of study. When you gain this feat, choose one skill with the Recall Knowledge action in which you have attained master proficiency. You can attempt to deceive others about the truth of facts and knowledge related to that skill-such as by pretending to know something that you don't, planting false information, or the like-using the Lie action of the Deception skill. When you Lie in this way, attempt your skill check using the skill you selected when you gained this feat instead of Deception, applying all bonuses or penalties related from the selected skill to the check. While it's easier to convince someone who knows nothing about your chosen false information, on a critical success, you can even convince someone who has heard something contradictory, unless they have reason to be certain from direct experience. For instance, you might say, \"I know you may have heard to use silver weapons against vampires, but that's a misconception based on conflating them with werewolves. According to all credible scholars, cold iron will do the trick.\" Once a creature realizes you've used masterful obfuscation to Lie to them, either from a failed check or due to later discovering the falsehood, you can't use this feat against them again, as it relies on blind trust in your superior knowledge. However, you can still Lie to them normally.</p><h2>@UUID[Compendium.pf2e.feats-srd.OyOpHPOXC08bffVR] Feat 12</h2><p><strong>Prerequisites</strong> <span style=\"box-sizing:border-box;user-select:text\">@UUID[Compendium.pf2e.feats-srd.BFgrPAK2v3GSKQ5e]</span></p><hr /><p>You've mastered useful spells that let you find hidden truths others might miss, and a preferred spell comes naturally to you. When you gain this feat, choose one of the innate spells granted by the Lore Seeker feat: comprehend language, restore senses, or see invisibility. You can cast this spell three times per day instead of once per day. When you cast any of the spells granted by Lore Seeker as innate spells, they gain additional effects. When you cast comprehend language, the spell is heightened to 4th level. When you cast restore senses,the spell is heightened to half your level, rounded up. When you cast see invisibility, for the duration of the spell you can use an action, which has the concentrate trait, to see invisible creatures normally (instead of seeing them as translucent shapes that are concealed to you) until the end of your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.S8Hda5OtajS9gpqM] Feat 16</h2><p><strong>Prerequisites</strong> Scrollmaster Dedication</p><p><strong>Requirements</strong> You're currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.</p><p><strong>Trigger</strong> Your turn ends.</p><hr /><p>To protect the knowledge within your mind from intrusion or erasure, you ward yourself against a mental attack, temporarily delaying its effects. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Ward Mind or Cognitive Loophole only once, even if you have both feats.</p><hr /><p><strong>Special</strong> You can use this reaction even if the mental effect prevents you from using reactions.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"rlKxNuq1obXe3m5J","image":{},"name":"Scrounger","sort":17800000,"src":null,"system":{},"text":{"content":"<p>You have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything from the most unlikely materials. While your improvised items don't last long, they tend to be just what you need in a pinch, and your enemies find that while they might be able to disarm you, the real challenge is keeping you that way. Locked rooms, diabolical traps, and desperate situations are each their own sort of puzzle to you, and the mundane objects around you are the pieces you use to improvise your own solution.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.CaeCSWFWytWv8Fgu] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Crafting</p>\n<hr />\n<p>You can Craft items even without appropriate tools or a workshop, though you take a -2 item penalty to your Crafting check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all.</p>\n<p>You can Craft temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear (nonconsumable adventuring gear appears on Table 6-9). Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for [[/br 1d4 #hours]]{1d4 hours} before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text.</p>\n<p>You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to Craft a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a -5 penalty to the Crafting check (or a -10 penalty if the materials you used were particularly unsuitable, as determined by the GM).</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Scrounger archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.f0s3WwaJN5f2UTYY] Feat 4</h2>\n<p><strong>Prerequisites</strong> expert in Crafting, Scrounger Dedication</p>\n<hr />\n<p>You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. Additionally, if you get a critical success on your Crafting check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead ofthe formula and raw materials equal to half the item's value.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vW8dGtOD3rZVOJoq] Feat 8</h2>\n<p><strong>Prerequisites</strong> Scrounger Dedication</p>\n<hr />\n<p>When you Craft a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item ust still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead Craft it for someone else's use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.TkCy7jZUjhD8IypE]{Expert Disassembly} Feat 7</h2>\n<p><strong>Prerequisites</strong> master in Crafting, Scrounger Dedication</p>\n<hr />\n<p>You can apply the same techniques you use to reverse engineer objects to disable them. You can use Crafting instead of Thievery to Disable a Device or Pick a Lock.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"TnD2hTWTyjGKlw9b","image":{},"name":"Sentinel","sort":18000000,"src":null,"system":{},"text":{"content":"<p>Armor offers solid, reassuring protection in combat, and as someone who faces danger on a regular basis, you have made it your business to get the most out of your defenses. You stand solid on any battlefield, encased in the sturdiest armor you can find. When danger threatens, your solid defenses will safely get you, and possibly your companions, home again. As a sentinel, you might be a member of an order of knights or bodyguards that trained you how best to take advantage of heavy armor. On the other hand, you might just be an adventurer who took one too many scrapes and decided that enough was enough, so you trained yourself to wear the heaviest plate you could get your hands on. Some witches or sorcerers have chosen to follow the path of the sentinel to increase their survivability.</p>\n<p><strong>Additional Feats</strong> 10th @UUID[Compendium.pf2e.feats-srd.bYijGvCvCmJnW6aA]; 16th @UUID[Compendium.pf2e.feats-srd.ygPrwqiyDr1frUHw]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.8foxmfC6FFT3oYpV] Feat 2</h2>\n<p>You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Sentinel archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.uxwHHjWs3ehqtG4b] Feat 4</h2>\n<p><strong>Prerequisites</strong> trained in Survival, Sentinel Dedication</p>\n<hr />\n<p>You wear your armor like a second skin. You can rest normally while wearing medium armor. If you are a master in heavy armor, you can also rest normally while wearing heavy armor.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7NdMHszAiiveihoW] Feat 6</h2>\n<p><strong>Prerequisites</strong> Sentinel Dedication</p>\n<hr />\n<p>You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jwcNyPDVw313KXZU] Feat 8</h2>\n<p><strong>Prerequisites</strong> Sentinel Dedication</p>\n<p><strong>Trigger</strong> An adjacent foe critically fails an attack roll to Strike you with a melee weapon or unarmed attack.</p>\n<p><strong>Requirements</strong> You are wearing medium armor or heavier.</p>\n<hr />\n<p>You rebuff puny attacks with your armor, knocking back your foe. Attempt an Athletics check to Shove the triggering foe, even if you don't have a hand free. If you succeed, you can't Stride to follow the foe, as you're knocking the foe back with the rebounded attack, not by physically moving towards them.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5TPKikTyN7lrCvzY] Feat 10</h2>\n<p><strong>Prerequisites</strong> Sentinel Dedication</p>\n<hr />\n<p>Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"wHs6IGCMaXsgFNop","image":{},"name":"Shadowcaster","sort":18200000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness… all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.bcxIg7wi8ZAhvhOD]; 6th @UUID[Compendium.pf2e.feats-srd.N7dTFxpjXGn4ddq8]; <span style=\"font-family:var(--journal-serif);font-size:var(--font-size-14)\">12th @UUID[Compendium.pf2e.feats-srd.tha0L3Z6608JrUwN]; </span><span style=\"font-family:var(--journal-serif);font-size:var(--font-size-14)\">14th @UUID[Compendium.pf2e.feats-srd.NM5a1tF0OW5mVYdR], @UUID[Compendium.pf2e.feats-srd.C4m59yjuDmZLnTqu]; 16th @UUID[Compendium.pf2e.feats-srd.F7Ao9p17ocf3JVvy]</span></p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ncrNQcwm4gOQRAA3] Feat 2</h2>\n<p><strong>Prerequisites</strong> ability to cast spells</p>\n<hr />\n<p>You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the light trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a light spell, such as the @UUID[Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN] feat granting you the <em>@UUID[Compendium.pf2e.spells-srd.zul5cBTfr7NXHBZf]</em> spell, you don't gain that spell.</p>\n<p>You gain the <em>@UUID[Compendium.pf2e.spells-srd.SE0fbgBj7atuukdv]</em> domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the @UUID[Compendium.pf2e.actionspf2e.OSefkMgojBLqmRDh] activity. You can Refocus by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites.</p>\n<hr />\n<p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the shadowcaster archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.f69C05QokaBrDFjn] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.ncrNQcwm4gOQRAA3]</p>\n<hr />\n<p>Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition. Add <em>@UUID[Compendium.pf2e.spells-srd.IqJ9URobmJ9L9UBG]</em>, <em>@UUID[Compendium.pf2e.spells-srd.tcwT97RWKxsJiefG]</em>, and <em>@UUID[Compendium.pf2e.spells-srd.rxvS7EMJ7qmexAyA]</em>, <em>@UUID[Compendium.pf2e.spells-srd.srEKUvym9kDVbEhD]</em>, <em>@UUID[Compendium.pf2e.spells-srd.hvKtmoHwekDZ5iOH]</em>, <em>@UUID[Compendium.pf2e.spells-srd.8cuqRFB3mWBOgy61]</em>, and <em>@UUID[Compendium.pf2e.spells-srd.VTb0yI6P1bLkzuRr]</em> to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.TszXKspPffCzCD0X] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.ncrNQcwm4gOQRAA3]</p>\n<hr />\n<p>You've delved deeper into the mysteries of shadow and become blessed with magical power that increases your skills in the arts of deception and persuasion. You gain the <em>@UUID[Compendium.pf2e.spells-srd.YQWq1DZuLRk32M3h]</em> domain spell. Increase the number of Focus Points in your focus pool by 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.eGgSGU1LOaRNRYR7] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.ncrNQcwm4gOQRAA3]</p>\n<hr />\n<p>You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to Cast a Spell that has the shadow trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to Stealth or takes a -2 status penalty to Perception (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw.</p>\n<p>The effects of <em>Shadow Spell</em> end if you use <em>Shadow Spell</em> again.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.RLWbx2itF1jmW0OL] Feat 10</h2>\n<p><strong>Prerequisites</strong> ability to cast spells from spell slots, @UUID[Compendium.pf2e.feats-srd.ncrNQcwm4gOQRAA3]</p>\n<hr />\n<p>Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell level at least 2 levels lower than the highest-level spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire.</p>\n<p>Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot.</p>\n<p>Spells cast from your shadow reservoir gain the shadow trait, and affected creatures might be able to disbelieve them. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff.</p>\n<p>If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.FA1s2jjZqoBy58Xx] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.RLWbx2itF1jmW0OL]</p>\n<hr />\n<p>Your shadow's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm. Your shadow reservoir gains an additional spell 1 level below the highest level spell you can cast, in addition to the spells it already contains for all the levels below that.</p>\n<p>In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain negative resistance equal to the highest level of spell you can cast from spell slots; if you have negative healing (or are otherwise harmed by positive damage and not negative damage), you instead gain positive resistance in the same amount.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.q0DGOuLuJNLzgM8d] Feat 14</h2>\n<p><strong>Prerequisites</strong> focus point, @UUID[Compendium.pf2e.feats-srd.ncrNQcwm4gOQRAA3]</p>\n<hr />\n<p>You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the <em>@UUID[Compendium.pf2e.spells-srd.sFwoKj0TsacsmoWj]</em> domain spell. Increase the number of Focus Points in your focus pool by 1.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"MKU4d2hIpLuXGN2J","image":{},"name":"Shadowdancer","sort":18400000,"src":null,"system":{},"text":{"content":"<p>Shadow has always been the cousin of fear. Within the darkness, monsters dwell, plans are hatched, and enemies strike with fang and dagger and dark magic. But some embrace the shadow, gain power from it, and dance within its shifting dark.</p>\n<p>A true shadowdancer is a creature who flits on the edge of light and darkness. Moving amid the inky blackness, shadowdancers are spies, assassins, infiltrators, and emissaries. Some shadowdancers use their relationship with the dark for good, while others embrace the primordial night, its terror, and its betrayal.</p>\n<p>Regardless of the reason why someone embraces the shadows, the shadows embrace that person in turn, gradually transforming them into something inky, nebulous, and mysterious.</p>\n<p><strong>Additional Feats</strong> 10th @UUID[Compendium.pf2e.feats-srd.4Cc0gQauzUqcYdLw]; 14th @UUID[Compendium.pf2e.feats-srd.emjWa77ltL5FytvA]; 16th @UUID[Compendium.pf2e.feats-srd.DM9rjXZrmx2MFX7k]; 18th @UUID[Compendium.pf2e.feats-srd.wPJFEUOXwf7y5jN3]</p>\n<p><strong>CALL OF SHADOWS</strong></p>\n<p>The shadows call out to a potential shadowdancer in a myriad of ways. Often it starts with fear-fear of the dark, fear of enemies, or an underlying uncontrolled anxiety and the desire to gain power over the darkness. Many potential shadowdancers hear the shadows whisper in their heads. First dismissed as some perverse trick of the mind, the whispers can seem to ebb and wane, but a true calling becomes more lucid and more compelling.</p>\n<p>In some shadow-infused lands in the Pathfinder setting, particularly Nidal, Ustalav, and even Cheliax, organizations search for and recruit those called by the shadows, eager to transform them into spies and assassins. But the call can come to any creature anywhere. It's just a question of whether the creature heeds the call and forms a pact with the shadows.</p>\n<p>Though it is hard to convince many folks otherwise, given the fearsome reputations of shadowdancers working for dark powers and cabals, there is nothing intrinsically evil about embracing the shadows. Darkness is amoral but not without its champions for good and even law, though it is true that such shadowdancers are few and far between.</p>\n<p><strong>SHADOWDANCER FOCUS SPELLS</strong></p>\n<p>5th <em>@UUID[Compendium.pf2e.spells-srd.9BGEf9Sv5rgNBCk0]</em>; <em>@UUID[Compendium.pf2e.spells-srd.5ttAVJbWg2GVKmrN]</em>; 6th <em>@UUID[Compendium.pf2e.spells-srd.EOWh6VVcSjB3WPjX]</em></p>\n<h2>@UUID[Compendium.pf2e.feats-srd.1AgirzUGkyDdmENy] Feat 8</h2>\n<p><strong>Prerequisites</strong> master in Stealth, expert in Performance</p>\n<hr />\n<p>You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain greater darkvision. You also gain a +2 circumstance bonus to Stealth checks when you are within dim light or darkness.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Shadowdancer archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.N16lctDPZpvk9Khq] Feat 10</h2>\n<p><strong>Prerequisites</strong> Shadowdancer Dedication</p>\n<hr />\n<p>You gain the sneak attack class feature, except you deal 1d6 precision damage regardless of your level. Sneak attack from multiple sources isn't cumulative. If you have sneak attack from more than one source, use only the highest number of dice when you sneak attack rather than adding the amounts together.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.tha0L3Z6608JrUwN] Feat 10</h2>\n<p><strong>Prerequisites</strong> Shadowdancer Dedication</p>\n<hr />\n<p>You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: dance of darkness or shadow jump. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating within an area of dim light or darkness.</p>\n<p>Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.NM5a1tF0OW5mVYdR] Feat 12</h2>\n<p><strong>Prerequisites</strong> Shadow Magic</p>\n<hr />\n<p>Choose an additional shadowdancer focus spell you haven't already selected from Shadow Magic. Increase the number of Focus Points in your pool by 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.C4m59yjuDmZLnTqu] Feat 12</h2>\n<p><strong>Prerequisites</strong> Shadow Magic</p>\n<hr />\n<p>With an artful eye, you shape shadows into illusory forms. You gain the shadow illusion focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.F7Ao9p17ocf3JVvy] Feat 14</h2>\n<p><strong>Prerequisites</strong> Shadow Magic</p>\n<hr />\n<p>You can focus the shadows into a powerful blast. You can cast shadow blast as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.BqcAwmNjDlKEI84X] Feat 18</h2>\n<p><strong>Prerequisites</strong> Shadow Magic</p>\n<hr />\n<p>The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from Strikes with the ghost touch property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a fortune effect.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"F5gBiVGbS8YSgPSI","image":{},"name":"Sixth Pillar","sort":18600000,"src":null,"system":{},"text":{"content":"<p>The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells.</p><h2 style=\"text-align:left\">@UUID[Compendium.pf2e.feats-srd.cTeRwExCGhfwJbkl] Feat 10</h2><p><strong>Prerequisites</strong> Dexterity 14, expert in Acrobatics, ability to cast spells</p><hr /><p>You use your physical discipline to channel your magic. If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in Athletics, or in another trained skill if you were already expert in Athletics.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from this archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.HJBDFHIaJ3lfxcbs] Feat 12</h2><p><strong>Prerequisites</strong> Sixth Pillar Dedication</p><p><strong>Trigger</strong> You begin to Cast a Spell that requires at least 2 actions to cast.</p><hr /><p>You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You @UUID[Compendium.pf2e.actionspf2e.UHpkTuCtyaPqiCAB], @UUID[Compendium.pf2e.actionspf2e.d5I6018Mci2SWokk], or @UUID[Compendium.pf2e.actionspf2e.OdIUybJ3ddfL7wzj]. This action can be before or after you Cast the Spell.</p><h2>@UUID[Compendium.pf2e.feats-srd.hT0pVPqFuiEsmRb8] Feat 12</h2><p><strong>Prerequisites</strong> Sixth Pillar Dedication</p><p><strong>Requirements</strong> You are unarmored.</p><hr /><p>You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the concentrate or manipulate traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed Strikes gain a +1 circumstance bonus to damage.</p><h2>@UUID[Compendium.pf2e.feats-srd.sFAqKrzqXQhtrfqN] Feat 14</h2><p><strong>Prerequisites</strong> Sixth Pillar Dedication</p><hr /><p>You align your magical and physical potential. Whenever you succeed at an unarmed Strike against an opponent, they have a -1 status penalty to saves against your spells until the start of your next turn. Whenever you cast a spell using spell slots, you gain a +1 status bonus to attack rolls with your unarmed Strikes until the start of your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.w1GFspPIQ9f5MbFL] Feat 16</h2><p><strong>Prerequisites</strong> Sixth Pillar Dedication</p><p><strong>Trigger</strong> You begin to Cast a Spell that requires a spell attack roll.</p><hr /><p>You can redirect a spell's power through you to deliver it within striking distance. If your next action is to Cast a Spell with 1 or more targets and a range farther than touch, you change the range to touch. You gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. As long as your spell attack is successful, the target is knocked @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60] in addition to the spell's normal effects.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"G9Fzy5ZK4KtAmcFb","image":{},"name":"Snarecrafter","sort":18800000,"src":null,"system":{},"text":{"content":"<p>You're able to take ordinary materials and use them to create deadly snares, special traps that you can rig up quickly when the situation demands. While traps might grant you less brute force to apply in a fair fight than weapons would, you rarely allow your fights to be fair. Instead, when a battle takes place at a location of your choice, you have a major advantage thanks to your well-placed snares. Once your foes come to realize that you may have trapped any location on the battlefield, their fear of walking into another trap can help you corral them toward the waiting blades of your allies, or even make them too paranoid to move at all, locking them in place.</p>\n<p><strong>Additional Feats</strong> 8th @UUID[Compendium.pf2e.feats-srd.KW6K5Zv4J7ClWkKA]; 10th @UUID[Compendium.pf2e.feats-srd.27R8yZcY2uXH6pZN]; 14th @UUID[Compendium.pf2e.feats-srd.OrNcWu1Y7c2O5zU6]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.4MUbwilvb9dI0X59] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Crafting, Snare Crafting</p>\n<hr />\n<p>You've learned to create a limited number of snares at no cost. 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 Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you're a master in Crafting and eight if you're legendary. Snares prepared in this way don't cost you any resources to Craft.</p>\n<p><strong>Special</strong> The feat counts as @UUID[Compendium.pf2e.feats-srd.0haS0qXR9xTYKoTG] for the purpose of feat prerequisites. If you also have the Snare Specialist ranger feat, the <strong>quick snares</strong> from both feats are cumulative. You can't select another dedication feat until you have gained two other feats from the Snarecrafter archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wqrOVv9gnqF4nlLR] Feat 4</h2>\n<p><strong>Prerequisites</strong> Snarecrafter Dedication</p>\n<hr />\n<p>You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers, but it takes a -2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.sk5HspGGnLW8b6bX] Feat 6</h2>\n<p><strong>Prerequisites</strong> Snarecrafter Dedication</p>\n<hr />\n<p>You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can Strike a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged Strike against the Crafting DC, triggering the snare only if you hit.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SgXvw6rzk2lhTpXL] Feat 10</h2>\n<p><strong>Prerequisites</strong> Snarecrafter Dedication</p>\n<hr />\n<p>You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wGaxWwJhIXbMJft1] Feat 12</h2>\n<p><strong>Prerequisites</strong> Snarecrafter Dedication</p>\n<hr />\n<p>You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by Snarecrafter Dedication.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"A5HwvubNii1d2UND","image":{},"name":"Sniping Duo","sort":19000000,"src":null,"system":{},"text":{"content":"<p>Skilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target without giving away your position or giving the opponent a window for reprisal is difficult work that requires teamwork and coordination, as well as a tight-knit bond and shared perspective. Sniping duos live and die by the credo \"two heads are better than one,\" focusing their skills and strategies toward deadly efficiency. Whether your spotter and partner is a fellow ranged combatant or a melee enthusiast, you've learned how to use the openings they provide to devastating effect.</p>\n<section class=\"info\">\n<h4>Choosing a Spotter</h4>\n<p>The most important aspect when choosing a spotter for the sniping duo archetype is the out of character component; make sure you team up with another player who is excited about the idea of roleplaying out teamwork and coordination in combat, and with granting you benefits and gaining benefits from you. The mechanics of the archetype are not very demanding of your spotter's actions, but that still doesn't mean every player is interested in the narrative component.</p>\n<p>Mechanically, a good spotter is likely either another ranged attacker or a melee attacker, and depending on the type of spotter you choose, certain feats might become more or less enticing. For instance, Targeted Redirection is more useful with a melee spotter.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.6PP57Aa5HmSr0qIZ] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in at least one type of weapon in the bow or firearm groups, trained in Stealth</p>\n<hr />\n<p>When you take this dedication, choose one willing, non-minion ally to act as your spotter. As part of your training in this archetype, you train your spotter in the necessary habits and techniques to use your abilities automatically; your spotter doesn't need to spend any feats of their own to grant the effects. You only gain the benefits of your Sniping Duo archetype feats if both you and your spotter are alive and conscious. You and your spotter don't grant your foes lesser cover against one another's Strikes. Whenever you or your spotter successfully Strikes a target, the other member of your duo gains a +1 circumstance bonus per weapon damage die on the damage roll of their next Strike made against that target before the end of their next turn. You can change your designated spotter by spending 3 days of downtime training with another ally.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the sniping duo archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.xtRcWpprFBiXeCOB] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.6PP57Aa5HmSr0qIZ]</p>\n<hr />\n<p>Your spotter's quick signals help you make even difficult shots seem simple. As long as both you and your spotter can see the target of your attacks, you don't take a penalty for attacking within your weapon's second range increment. The penalty you take for firing into further range increments is -3 for the third range increment, with an additional -2 penalty for each additional increment beyond the third (-5 for the fourth range increment, -7 for the fifth, and -9 for the sixth).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.FGdKV40UiS6jvBmI] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.6PP57Aa5HmSr0qIZ]</p>\n<hr />\n<p><strong>Trigger</strong> Your spotter critically succeeds at a Strike against a creature, and that creature is within your ranged weapon's first range increment.</p>\n<hr />\n<p>You take advantage of your spotter's devastating attack to unleash your own follow-up attack. Make a ranged Strike with a -2 penalty against the target of the triggering attack. This Strike doesn't count toward your multiple attack penalty and your multiple attack penalty doesn't apply to the Strike.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.xqyN4Nk5mLgUm09l] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.6PP57Aa5HmSr0qIZ]</p>\n<hr />\n<p>You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapon or shield to hit your foe from a better angle, and avoid your foe's cover. If your next action is to make a ranged Strike, you treat your spotter's position as your own for the purposes of determining cover and range. Your spotter must be within your weapon's first range increment and they must use a reaction to redirect your shot.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pu8Mg2FIrhBYTNnB] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.6PP57Aa5HmSr0qIZ]</p>\n<hr />\n<p>With assistance from your spotter, you aim for an especially accurate attack. Make a ranged weapon Strike against a foe either within your spotter's melee reach or the first range increment of a ranged weapon your spotter is wielding. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target's concealment. If you're using a firearm with the kickback trait, you don't take the normal circumstance penalty to this Strike for not having the required Strength score or firing without using a tripod.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.qXWcmyHLkMlzRffC] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.6PP57Aa5HmSr0qIZ]</p>\n<hr />\n<p>You and your spotter take advantage of each other's attacks to momentarily hide and throw your foes off-balance against your follow-up attack. When you successfully make a ranged Strike against a foe, your spotter can use a reaction to attempt a Stealth check against the foe's Perception DC. On a success, the foe is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] against the spotter's next attack before the end of your spotter's next turn. Similarly, when your spotter successfully makes a ranged Strike against a foe, you can use a reaction to attempt a Stealth check against the foe's Perception DC. On a success, the foe is flat-footed against your next attack against them before the end of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pT6r5BVJjALJUmb3] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.6PP57Aa5HmSr0qIZ]</p>\n<hr />\n<p><strong>Trigger</strong> You or your spotter misses with a Strike against a creature, and the creature is within the other's melee reach or first range increment.</p>\n<hr />\n<p>Your skilled teamwork with your spotter enables you both to assist one another when you falter, using either other's failures as opportunities to strike. If you used Tag Team after your spotter missed the triggering Strike, make a ranged Strike against the same target with a -2 penalty. If you used this reaction after you missed the triggering Strike, your spotter can use their reaction to make a melee or ranged Strike against the same target. Strikes granted by this feat don't count toward your or your spotter's multiple attack penalty and your or your spotter's multiple attack penalty doesn't apply to the granted Strike.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UhmPekgw2HO40zKC] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.6PP57Aa5HmSr0qIZ]</p>\n<hr />\n<p>You and your spotter are adept at watching out for one another. As long as you can see or hear each other, neither of you is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] to @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC], undetected, or flanking creatures of your level or lower, or to creatures of your level or lower using a surprise attack. However, they can still help their allies flank.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.NCsjkjEp6kHFS07h] Feat 14</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.6PP57Aa5HmSr0qIZ]</p>\n<hr />\n<p>You and your spotter combine your efforts to bring down your target. If you and your spotter both use the Ready activity to make a Strike against the same opponent and choose the same trigger for the readied action, resolve your attacks at the same time. Each of you can use the higher of the two attack rolls for your Strikes, each using your own modifier; this is a fortune effect. If both attacks are successful, total the damage for both attacks for the purpose of resistances and weaknesses.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"9g14DjBZNj27goTt","image":{},"name":"Soul Warden","sort":19200000,"src":null,"system":{},"text":{"content":"<p>You consider yourself an honorary psychopomp-a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle.</p>\n<p>While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey along the River of Souls, thus ensuring the continuation of existence. You understand that without the cycle of souls, the life cycle of the planes is disrupted, and all of existence could be consumed by the Maelstrom.</p>\n<p>Nearly all soul wardens worship @UUID[Compendium.pf2e.deities.QZD0u1jxwz0kj8uI] or one of the psychopomp ushers, especially @UUID[Compendium.pf2e.deities.UUcAqU3KeJSMNxGF] the Passage, a psychopomp usher who routinely shirks their duties and needs help from mortal soul wardens. Soul wardens also often join organizations that regularly combat undead, including the Voices of the Spire and Ustalav's Ivory Reapers (page 14).</p>\n<p><strong>Additional Feats</strong>: 4th @UUID[Compendium.pf2e.feats-srd.hT4INKGtly4QY8KN], Familiar; 8th @UUID[Compendium.pf2e.feats-srd.vQ4DNfpktmaqdgdM]; 16th @UUID[Compendium.pf2e.feats-srd.uR44wELN9OlU68cL]</p>\n<section class=\"info\">THE SOUL CYCLE\n<p>A soul's journey begins on the Positive Energy Plane, where blank, empty souls attach themselves alongside the positive life essence of the plane to mortals on the Material Plane, forming a single living being. At the end of a mortal's life, these souls enter the Ethereal Plane, progressing through the River of Souls to Pharasma's Boneyard, where they're judged and sorted into the appropriate afterlife. Judged souls proceed to their assigned planes, becoming petitioners. These, too, die in time, becoming absorbed by and expanding their associated plane, as their own spiritual essence joins with the plane's as a substance known as quintessence. But the ever-churning Maelstrom breaks these planes down, scattering this planar quintessence throughout the Maelstrom and adjoining planes. Those pieces that land on the Positive Energy Plane eventually form new blank souls and the cycle begins anew.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.yWawboNWFoJMVl0g] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Occultism or Religion, worships Pharasma or a psychopomp usher</p>\n<hr />\n<p>You can take 10 minutes to emblazon Pharasma's holy sigil-a spiraling comet that represents the winding path a soul takes through its existence-upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of Pharasma and can be used as a divine focus while emblazoned.</p>\n<p>Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC], it must succeed at a Stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing.</p>\n<p>In addition, you can cast <em>@UUID[Compendium.pf2e.spells-srd.kcelf6IHl3L9VXXg]</em> as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom.</p>\n<p>When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the soul warden archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.EsA2F4R3UwUdI8Px] Feat 4</h2>\n<p><strong>Prerequisites</strong> Soul Warden Dedication</p>\n<hr />\n<p>Your devotion to the cycle of souls grants you an additional divine spell. Choose from <em>@UUID[Compendium.pf2e.spells-srd.XSujb7EsSwKl19Uu]</em>, <em>@UUID[Compendium.pf2e.spells-srd.2iQKhCQBijhj5Rf3]</em>, or <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em>. You must make this selection when you take this feat and it can't be changed. Once per day, while your spiral is glowing, you can cast the selected spell as a divine innate spell.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.GkPbsX5RZWyI0qFj] Feat 4</h2>\n<p><strong>Prerequisites</strong> Soul Warden Dedication, familiar</p>\n<hr />\n<p>Your familiar becomes a masked psychopomp-an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the monitor and psychopomp traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day.</p>\n<p>You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities.</p>\n<ul>\n<li><strong>Soul Sight</strong> Your familiar gains lifesense with a range of 30 feet.</li>\n<li><strong>Spirit Touch</strong> Your familiar can touch incorporeal creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the @UUID[Compendium.pf2e.equipment-srd.JQdwHECogcTzdd8R] property rune.</li>\n</ul>\n<h2>@UUID[Compendium.pf2e.feats-srd.8rKzUpDxAi8tMk7I] Feat 6</h2>\n<p><strong>Prerequisites</strong> Soul Warden Dedication</p>\n<hr />\n<p>The light flows from your sigil of Pharasma to shatter the bonds imprisoning a soul. You attempt to counteract a possession effect, or an effect, object, or spell that is imprisoning a soul (such as <em>@UUID[Compendium.pf2e.spells-srd.GYmXvS9NJ7QwfWGg]</em>, a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC - 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ef57tIj30IaPnSgC] Feat 6</h2>\n<p><strong>Prerequisites</strong> Soul Warden Dedication</p>\n<hr />\n<p>You trace a spiral in the air while intoning prayers to Pharasma, gaining her blessing for a time. For 3 rounds, your Strikes and spells deal additional damage against undead, creatures in possession of an imprisoned soul, or creatures you have witnessed create or command undead. You gain a status bonus to damage with your Strikes against these creatures equal to the number of weapon damage dice. Spells you cast from spell slots gain a status bonus to damage against these creatures equal to the level of the spell; this bonus applies only to spells that deal damage and don't have a duration.</p>\n<p>If your spiral is glowing, you can target a willing creature in its light. If you do, that creature gains the bonuses instead of you.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.4HqPkJeSDpqYeGNn] Feat 8</h2>\n<p><strong>Prerequisites</strong> Psychopomp Familiar</p>\n<hr />\n<p>Your psychopomp's continued service in Pharasma's name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the Psychopomp Familiar feat or the following ability.</p>\n<ul>\n<li><strong>Augury</strong> Your familiar can glimpse the strands of fate to give you a cryptic clue regarding your future. Your familiar can cast <em>@UUID[Compendium.pf2e.spells-srd.41TZEjhO6D1nWw2X]</em> once per day using your magical tradition and spell DC. You must be at least 8th level to select this ability.</li>\n</ul>\n<h2>@UUID[Compendium.pf2e.feats-srd.tBg3FZST3nX5TfLf] Feat 8</h2>\n<p><strong>Prerequisites</strong> Soul Warden Dedication</p>\n<hr />\n<p>You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against death effects, possession effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.L7hs5XOCbJmh0H0e] Feat 10</h2>\n<p><strong>Prerequisites</strong> Spiral Sworn</p>\n<hr />\n<p>Your prayers encompass your companions, granting you the ability to share Pharasma's blessings. When you use Spiral Sworn, you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"LWgcWM8B85HHVCtZ","image":{},"name":"Soulforger","sort":19400000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SoocjFrWNOpchTVb] Feat 2</h2>\n<p><strong>Prerequisites</strong> Wis 14 or ability to cast divine spells</p>\n<hr />\n<p>You can manifest the power of your spirit in combat to realize your motivations. You manifest an armor, shield, or weapon as a soulforged armament. Choose one essence power for the armament. Changing an essence power requires 1 week of retraining, and you can't retrain it while you have <em>soulforged corruption</em>.</p>\n<p>You can @UUID[Compendium.pf2e.actionspf2e.KMKuJ0onVS72t9Fv] to summon your armaments in combat.</p>\n<hr />\n<p><strong>Special</strong> You can't select another dedication feat before gaining two other feats from this archetype.</p>\n<hr />\n<h3>ESSENCE POWERS</h3>\n<p>Your soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a corruption flaw that affects you if you have <em>soulforged corruption</em>. Essence powers that only apply to some types of armament indicate which.</p>\n<p><strong>Adaptable Persona</strong> (transmutation) Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead. <em>Corruption Flaw</em> You take a -10-foot penalty to all your Speeds.</p>\n<p><strong>Bounding Spirit</strong> Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it already has its maximum number of property runes). <em>Corruption Flaw</em> When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike, targeting your ally nearest to the target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.</p>\n<p><strong>Deep-Seeded Fear</strong> You gain a +2 status bonus to your Intimidation checks and don't take any penalties for not sharing a language when Demoralizing foes who can perceive your armament's essence form. When you manifest the essence form, you can attempt to Demoralize an enemy who can perceive the manifestation. <em>Corruption Flaw</em> If you attempt to Demoralize an enemy, your Demoralize also targets the ally closest to you.</p>\n<p><strong>Determined Toughness</strong> Any status penalties you take from the following conditions are 1 less than their condition's value: @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm], @UUID[Compendium.pf2e.conditionitems.4D2KBtexWXa6oUMR], @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7], @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL], @UUID[Compendium.pf2e.conditionitems.fesd1n5eVhpCSS18], @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]. This doesn't change the actual condition value, or any other effects of the condition (such as stupefied's disruption and its DC). <em>Corruption Flaw</em> Whenever you take a status penalty from the listed conditions, you also take a -1 penalty to the same statistics.</p>\n<p><strong>Harmful Malice</strong> (necromancy, negative) Your Strikes deal an additional 1d4 negative damage. Once while the armament is manifested, you can cast harm as an innate spell, with a level equal to half your level rounded up. <em>Corruption Flaw</em> Reduce any damage you would deal by half your level.</p>\n<p><strong>Heroic Heart</strong> (enchantment, mental) You gain a +1 status bonus to attack rolls, Perception checks, skill checks, and saves. <em>Corruption Flaw</em> You take a -1 penalty to attack rolls.</p>\n<p><strong>Healing Grace</strong> (healing, necromancy, positive) You gain fast healing equal to half your level. You can cast <em>@UUID[Compendium.pf2e.spells-srd.rfZpqmj0AIIdkVIs]</em> once as an innate spell with a level equal to half your level rounded up. <em>Corruption Flaw</em> Reduce all healing you would receive or grant with a spell by half your level.</p>\n<p><strong>Magical Resilience</strong> (abjuration) Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast <em>@UUID[Compendium.pf2e.spells-srd.9HpwDN4MYQJnW0LG]</em> once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on). <em>Corruption Flaw</em> You take a -1 penalty to saving throws and AC against spells.</p>\n<p><strong>Planar Bond</strong> (abjuration) Armor or shield only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. You gain resistance equal to your level + 2 to damage of the selected type. <em>Corruption Flaw</em> You gain weakness 1 to all damage.</p>\n<p><strong>Planar Pain</strong> (evocation) Weapon only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage. <em>Corruption Flaw</em> When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil.</p>\n<p><strong>Pull of Stasis</strong> (transmutation) Weapon only. Any time you hit with the soulforged weapon, the target takes a -10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is @UUID[Compendium.pf2e.conditionitems.eIcWbB5o3pP6OIMe] for 1 round instead. <em>Corruption Flaw</em> You take a -10-foot penalty to all your Speeds.</p>\n<p><strong>Reflecting Spirit</strong> Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to immediately attempt a ranged Strike against the attacker using the projectile that missed. <em>Corruption Flaw</em> You have weakness 5 to physical ranged attacks.</p>\n<p><strong>Resolute Defiance</strong> Shield only. The shield gains a +2 status bonus to its Hardness and gains temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the @UUID[Compendium.pf2e.feats-srd.jM72TjJ965jocBV8] reaction, you gain it while your shield is manifested. <em>Corruption Flaw</em> When you take damage while Raising a Shield or use Shield Block, attempt a DC 5 flat check. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.gZrlze9HlRYEQNBG] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.SoocjFrWNOpchTVb]</p>\n<hr />\n<p><strong>Trigger</strong> An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised.</p>\n<p><strong>Requirements</strong> Your soulforged armament is manifested.</p>\n<hr />\n<p>You strive to change the outcome with sheer zeal. You gain a +1 status bonus to your attack roll if making an attack or to your AC if you were hit. This can change the outcome of the roll. If this bonus turns your missed attack into a hit or the hit against you into a miss, attempt a DC 5 flat check. If you fail, your soulforged armament is Dismissed-your weapon if you attacked or your armor or shield if you were defending.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.18UQefmhcNq6tFav] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.SoocjFrWNOpchTVb]</p>\n<hr />\n<p><strong>Trigger</strong> You roll initiative or a hazard attacks you.</p>\n<hr />\n<p>Your unwavering soul brings up your defenses as soon as you're in danger. You Manifest your Soulforged Armament.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Tlqqim5TmijoPRRT] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.SoocjFrWNOpchTVb]</p>\n<hr />\n<p>Choose an additional soulforged armament of a different type than the type you already chose, and choose one essence power for it. Upgrade and change armaments individually.</p>\n<p>When you Manifest Soulforged Armament, you can summon any number of your armaments (you must meet the Requirements for each), and when you Dismiss the effect, you can choose to Dismiss some and not others. You can choose to manifest the essence form of any number of your armaments when you take the action. Each armament can manifest its essence form only once per day.</p>\n<p>When you gain soulforged corruption, choose one armament's corruption flaw to affect you for stage 1. At stage 2, you take the flaws of all your soulforged armaments. While you have the curse, each armament gets a separate flat check to manifest its essence form, and failing prevents you from manifesting only that armament's essence form.</p>\n<hr />\n<p><strong>Special</strong> You can select this feat a second time at 12th level or higher, choosing the final item type.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"DztQF2FexWvnzcaE","image":{},"name":"Spell Trickster","sort":19600000,"src":null,"system":{},"text":{"content":"<p>Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks.</p>\n<section class=\"info\">\n<h4>The Fruits of Research</h4>\n<p>While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence.</p>\n<p>This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions.</p>\n<p>The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr] Feat 2</h2>\n<p><strong>Prerequisites</strong> Able to cast spells; trained in Arcana, Nature, Occultism, or Religion</p>\n<hr />\n<p>Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.</p>\n<p>Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don't count toward this total.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jZbhRBR2yawntSmd] Feat 4</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.pwzdSlJgYqN7bs2w]</em></p>\n<hr />\n<p>When you cast mage hand, you can modify its target to be a set of thieves' tools. When you Cast the Spell in this way, the tools move up to 20 feet towards a device or lock. After you Sustain the Spell on future turns, you can use the tools to attempt Thievery checks to Disable a Device or Pick a Lock within the spell's range, but you take a -2 penalty to your Thievery check. If you critically fail, the spell ends and you can't use this modification again for 24 hours.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Xjn4iYzJ6rLIpLV3] Feat 4</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.TVKNbcgTee19PXZR]</em></p>\n<hr />\n<p>When you cast shield, you can modify the spell to create a solid barrier you can use for cover, but not for blocking. You can't use the Shield Block reaction when the spell is modified in this way, but you (and only you) can spend an action to Take Cover to gain standard cover from it.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SASOvOG2Nqs2ekdA] Feat 4</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.pwzdSlJgYqN7bs2w]</em></p>\n<hr />\n<p>When you cast mage hand, you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.iAziUKdxgy4k4ypY] Feat 4</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4]</em></p>\n<hr />\n<p>When you cast light, you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can Dismiss the Spell as a reaction, causing the foe to be @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] for 1 round. After you use this reaction, you can't use this modification again for 10 minutes.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.CX4ISbBwndRWhP55] Feat 4</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.yvs1zN5Pai5U4CJX]</em></p>\n<hr />\n<p>When you cast summon instrument, you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you Sustain the Spell, choose an opponent within 30 feet who can hear your performance. The target must attempt a Will save against the spell's DC; on a failure, it becomes distracted by your performance and becomes @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] for 1 round. The target is then temporarily immune for 24 hours.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.dtt6xTOSF8PuoStg] Feat 4</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.AUctDF2fqPZN2w4W]</em></p>\n<hr />\n<p>When you cast sigil, you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to Track the target, substituting an Arcana, Nature, Occultism, or Religion check (whichever matches the magical tradition of your sigil spell) for the Survival check. Much like Tracking with Survival, this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified sigil in this way. If you use this ability again on a second target, the sigil spell on the first target ends, and your mark fades.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.BQkqUrlUVNFp8BEq] Feat 4</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.kl2q6JvBZwed4B6v]</em></p>\n<hr />\n<p>When you cast dancing lights, you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the concentrate trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.bi9w4Z9MQY8VWLZF] Feat 6</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.rVANhQgB8Uqi9PTl]</em></p>\n<hr />\n<p>When you cast animate rope, you can modify its target to be 1 net. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] and takes a -10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also @UUID[Compendium.pf2e.conditionitems.eIcWbB5o3pP6OIMe] until it Escapes. The Escape DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the Escape DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can Interact to remove the net.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.V3lFDAQr3PfnAxMC] Feat 6</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.j8vIoIEWElvpwkcI]</em></p>\n<hr />\n<p>When you cast mirror image, you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC - 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you Sustain the Spell, you can move the image to an unoccupied square within range.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UEbBOljjXvKsGKFu] Feat 6</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.LvezN4a3kYf1OHMg]</em></p>\n<hr />\n<p>When you cast floating disk, you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being encumbered. If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you Sustain the Spell. While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.6vpgAMj87J6cWN0j] Feat 6</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.9XHmC2JgTUIQ1CCm]</em></p>\n<hr />\n<p>When you cast obscuring mist, you can modify it to add the following heightened entry to its effects.</p>\n<hr />\n<p><strong>Heightened (3rd)</strong> Your mist is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wHwjoK3E1Ot9kkV0] Feat 6</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.9XHmC2JgTUIQ1CCm]</em></p>\n<hr />\n<p>When you cast obscuring mist, you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can Dismiss the cloud.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.J06CgMzMDGOahXjf] Feat 6</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.o4lRVTwSxnOOn5vl]</em></p>\n<hr />\n<p>When you cast sleep, you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1}.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vKFg7HMNu4cCDD8b] Feat 6</h2>\n<p><strong>Prerequisites</strong>@UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.Wu0xFpewMKRK3HG8]</em></p>\n<hr />\n<p>When you cast grease, you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a Reflex save.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an Interact action, ending the effect.</p>\n<p><strong>Failure</strong> As success, except the weakness to fire lasts for 1 minute.</p>\n<hr />\n<p><strong>Heightened (+2)</strong> The weakness increases by 1.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.YYPjndZ7tqRQLtAH] Feat 8</h2>\n<p><strong>Prerequisites @UUID[Compendium.pf2e.feats-srd.dtt6xTOSF8PuoStg]</strong></p>\n<hr />\n<p>When you cast sigil, you can modify the spell to add the following heightened entry.</p>\n<hr />\n<p><strong>Heightened (4th)</strong> You attune yourself to the marked target. While the spell lasts, you can spend a single action, which has the concentrate, detection, and divination traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you Cast this Spell again on a second target, the sigil spell on the first target ends, and your mark fades.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.dCoX0TfsasMfwYnz] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.jZbhRBR2yawntSmd], @UUID[Compendium.pf2e.feats-srd.jDdOqFmZLwE4dblQ] skill feat</p>\n<hr />\n<p>When you cast mage hand, you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you. If the creature is unwilling, you must attempt to Steal the target object with a Thievery check. The usual restrictions on attempts to Steal an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't Steal from a creature in combat or otherwise on guard. On a successful Steal check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.505CCsBRft1P53gP] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr] ability to cast <em>@UUID[Compendium.pf2e.spells-srd.sxQZ6yqTn0czJxVd]</em></p>\n<hr />\n<p>When you cast fireball, you can modify its effects, decreasing the base damage to 5d6 and causing it to deal 2 persistent fire damage to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following.</p>\n<hr />\n<p><strong>Heightened (+1)</strong> The damage is increased by 1d6 and the persistent fire damage is increased by 2.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.cDNxHLIgvyD7yBfM] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr] ability to cast <em>@UUID[Compendium.pf2e.spells-srd.sxQZ6yqTn0czJxVd]</em></p>\n<hr />\n<p>When you cast fireball, you can modify its area to be two non-overlapping @Template[type:burst|distance:10]{10-foot bursts}.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Yj0IKXM49Ver5Smc] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr] ability to cast <em>@UUID[Compendium.pf2e.spells-srd.N1Z1oLPdBxaSgrEE]</em></p>\n<hr />\n<p>When you cast vampiric touch, you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.sCkzwTBLyE8FdzWI] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr] ability to cast <em>@UUID[Compendium.pf2e.spells-srd.sxQZ6yqTn0czJxVd]</em></p>\n<hr />\n<p>When you cast fireball heightened to at least 4th level, you can modify the spell to add the following to its standard effects: Your fireball leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of obscuring mist, except that it lasts only 1 round.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.XoxawV3Fmn61VJcS] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr] ability to cast <em>@UUID[Compendium.pf2e.spells-srd.N1Z1oLPdBxaSgrEE]</em></p>\n<hr />\n<p>When you cast vampiric touch, you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the clumsy or enfeebled conditions on yourself, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.PlRAfeNof3xgJttZ] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr] ability to cast <em>@UUID[Compendium.pf2e.spells-srd.IarZrgCeaiUqOuRu]</em></p>\n<hr />\n<p>When you cast wall of fire, you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a 10-foot-radius hemisphere of fire.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.s0P4JXagA3085wLW] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr] ability to cast <em>@UUID[Compendium.pf2e.spells-srd.2w4OpAGihn1JSHFD]</em></p>\n<hr />\n<p>When you cast black tentacles, replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to Trip each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60] and takes [[/r 3d6[bludgeoning]]] damage. Whenever a creature ends its turn in the area, the tentacles attempt to Trip that creature if it isn't already prone, and they deal [[/r 1d6[bludgeoning]]] damage to any creature already prone. Creatures treat the spell's area as difficult terrain.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.XWmlGnFNfxyJWw9V] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.sCkzwTBLyE8FdzWI]</p>\n<hr />\n<p>When you cast fireball heightened to at least 6th level, you can modify the spell's standard effects as follows: Reduce the spell's damage by 6d6. Your fireball leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of stinking cloud.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.07YYaQBknzDTcbFz] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.CbqaiI0TKsyDywDr], ability to cast <em>@UUID[Compendium.pf2e.spells-srd.MlpbeZ61Euhl0d60]</em></p>\n<hr />\n<p>When you cast <em>@UUID[Compendium.pf2e.spells-srd.MlpbeZ61Euhl0d60]</em>, modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. Once per round when you Sustain the Spell, you can move the cloud 10 feet in the direction of your choice.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"O7fKfFxCx3e1YasX","image":{},"name":"Spellmaster","sort":19800000,"src":null,"system":{},"text":{"content":"<p>Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities.</p><h2 class=\"title\">Pathfinder Society Archetypes</h2><p>The following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the @UUID[.fTxZjmNLckRwZ4Po] archetype can select one of these dedication feats even if they have not gained three feats from the Pathfinder agent archetype, and each of these archetypes' feats fulfills the @UUID[Compendium.pf2e.feats-srd.QnB5ArlO4wlRXQ2E]{Pathfinder Agent Dedication's} special requirement despite not being from the Pathfinder agent archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.vuApM8xHOZs4o6oS] Feat 6</h2><p><strong>Prerequisites</strong> Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells</p><hr /><p>As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance bonus when you Identify Magic with a skill in which you are trained or better. If you have the Wayfinder Resonance Tinkerer feat, you can change the cantrip you chose for that feat each day during your daily preparations.</p><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Spellmaster archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.EGtuOZ3E9y0qZ1oJ] Feat 8</h2><p><strong>Prerequisites</strong> Spellmaster Dedication</p><hr /><p>You can use your magic to transform into a small creature of a type that commonly serves as a spellcaster's familiar, potentially allowing you to safely scout for your party while retaining a degree of spellcasting ability. You gain the <em>@UUID[Compendium.pf2e.spells-srd.CHZQJg7O7991Vl4m]</em> focus spell. Increase the number of Focus Points in your focus pool by 1.</p><h2>@UUID[Compendium.pf2e.feats-srd.qUBr1YsQw3BSNy9c] Feat 8</h2><p><strong>Prerequisites</strong> Spellmaster Dedication</p><hr /><p>You've learned to recognize the telltale writings and other signs that indicate the presence of magical traps. You gain a +2 circumstance bonus to Perception checks to find magical traps, to AC against attacks made by magical traps, to saves against magical traps, and to checks to Disable magical traps. Even if you aren't Searching, you get a check to find magical traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You're also adept at avoiding the effects of traps that feature magical writing, such as runes, glyphs, ancient script, or other forms. When you attempt a saving throw against the effects of these traps, if you roll a success, you get a critical success instead. If you roll a critical failure, you get a failure instead.</p><h2>@UUID[Compendium.pf2e.feats-srd.fHWYICk6cSePr30c] Feat 8</h2><p><strong>Prerequisites</strong> Spellmaster Dedication</p><hr /><p>You've learned that it pays for a Pathfinder to be able to cast spells without being noticed. You gain the @UUID[Compendium.pf2e.feats-srd.sIeuPW0j39fTZm08] wizard class feat, though it's not a wizard feat for you. You also gain a +2 circumstance bonus to Stealth checks to Conceal a Spell and to Deception checks to conceal verbal components.</p><h2>@UUID[Compendium.pf2e.feats-srd.9Qn5E7Ujye9KdxOj] Feat 10</h2><p><strong>Prerequisites</strong> Spellmaster Dedication</p><p><strong>Requirements</strong> An enemy's action disrupted your attempts to Cast a Spell since the beginning of your last turn.</p><hr /><p>You recover the energy of a recently disrupted spell, allowing you to cast it again as long as you do so immediately before the energy dissipates. You regain the use of a spell that was disrupted since the beginning of your last turn, but you must immediately Cast the Spell again with your next action or else you lose the spell; as normal for metamagic, this must be on the same turn that you use Recover Spell. You can change the area, targets, and other variables, including the number of actions used to Cast the Spell if the spell allows, such as when casting <em>Heal</em> or <em>Magic Missile</em>.</p><h2>@UUID[Compendium.pf2e.feats-srd.YdGHQjhUrNvP18AA] Feat 10</h2><p><strong>Prerequisites</strong> Spellmaster Dedication</p><hr /><p>You can create a number of powerful shielding runes that bolster your defenses against damaging spells by absorbing the worst of the energy to keep you safe. You gain the <em>@UUID[Compendium.pf2e.spells-srd.VrhCpCIQB8PFax77]</em> focus spell. Increase the number of Focus Points in your focus pool by 1.</p><h2>@UUID[Compendium.pf2e.feats-srd.Qjn9ErWY6wuIK9z6] Feat 10</h2><p><strong>Prerequisites</strong> Spellmaster Dedication, Steady Spellcasting</p><p><strong>Trigger</strong> You attempt a flat check for Steady Spellcasting, but you haven't rolled yet.</p><hr /><p>You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10.</p><h2>@UUID[Compendium.pf2e.feats-srd.a2wXdQHiIoj3lHoe] Feat 12</h2><p><strong>Prerequisites</strong> Spellmaster Dedication</p><p><strong>Frequency</strong> once per round</p><hr /><p>Choose one spell with a sustained duration that one of your allies has in effect. You must be within 30 feet of the chosen ally. The ally can Sustain the Spell once as a free action, triggered at the start of their next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.dWkf6LhYBfBkeyOA] Feat 12</h2><p><strong>Prerequisites</strong> Spellmaster Dedication</p><hr /><p>Your experience with a specific type of harmful magic makes you more resistant to it. Choose a magical tradition (arcane, divine, occult, or primal). You gain a +1 circumstance bonus to saving throws against spells and effects with that tradition's trait and resistance 5 to all damage from spells and effects with that tradition's trait. The effect must have actually been cast or created with that tradition, rather than simply being on that tradition's spell list.</p><h2>@UUID[Compendium.pf2e.feats-srd.bEdFgywri7fABhBT] Feat 14</h2><p><strong>Frequency</strong> once per 10 minutes</p><p><strong>Prerequisites</strong> Spellmaster Dedication, spell repertoire or ability to prepare spells</p><p><strong>Trigger</strong> You critically succeed at a saving throw against a foe's spell, and that spell is of a level you can normally cast.</p><hr /><p>You absorb a spell and store it in your body. If you are a spontaneous spellcaster, you can cast the triggering spell once during the next 10 minutes, even if it's not on your spell list as if it were in your repertoire. If you are a prepared spellcaster, you can replace one of your prepared spells of the same level with the absorbed spell, but you must cast the absorbed spell within 10 minutes or you lose that spell slot for the day. You cast the spell at the same spell level as the spell you absorbed, but the spell is of your magical tradition and uses your spell DC, spell attack roll, and other statistics to determine its effects.</p><h2>@UUID[Compendium.pf2e.feats-srd.lPoP5TFfq266kR6g] Feat 14</h2><p><strong>Prerequisites</strong> Spellmaster Dedication</p><p><strong>Frequency</strong> once per day</p><p><strong>Trigger</strong> You critically fail at a saving throw against a foe's spell, and that spell was cast or created with the tradition of magic you selected with the @UUID[Compendium.pf2e.feats-srd.dWkf6LhYBfBkeyOA] feat.</p><hr /><p>You call upon the power of your spells to protect you from the worst of the magic headed your way. You fail your saving throw instead of critically failing. For 1 minute, increase the circumstance bonus to saving throws from the Spellmaster's Resilience feat to +2, and increase the resistance to damage it grants to 10.</p><h2>@UUID[Compendium.pf2e.feats-srd.EDdJFwarNIJIkP2E] Feat 16</h2><p><strong>Prerequisites</strong> Spellmaster Dedication, master in spell attack rolls and spell DCs</p><p><strong>Trigger</strong> A creature Casts a Spell that you have prepared, and that spell was cast or created with a tradition of magic in which you have master proficiency in spell attack rolls and spell DCs.</p><hr /><p>When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. If you're a prepared caster, you can expend a prepared spell to counter the triggering creature's casting of a spell. If you're a spontaneous caster, you can expend a spell slot. The level of the prepared spell or spell slot must be at least as high as the triggering spell's level. You lose your prepared spell or spell slot as if you had Cast the Spell. You then attempt to counteract the triggering spell, and you take a -2 penalty to your counteract check; for prepared casters, the GM might waive the penalty if the spell you're expending to counterspell is especially appropriate-such as countering with the same spell, or using a Cone of Cold to counteract a Fireball.</p><h2>@UUID[Compendium.pf2e.feats-srd.AyP23H3WJkEAIEKd] Feat 16</h2><p><strong>Prerequisites</strong> Spellmaster Dedication</p><p><strong>Requirements</strong> You're wielding a melee weapon and have Cast a Spell requiring at least 1 action this turn.</p><hr /><p>You dart around the battlefield, casting spells while you carefully make melee attacks with your weapon. Stride once. 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 Mobile Magical Combat while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.</p><h2>@UUID[Compendium.pf2e.feats-srd.S3hN7qK7aiCDTrpM] Feat 18</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.bEdFgywri7fABhBT]</p><hr /><p>When you absorb a spell using the Absorb Spell reaction, you utilize secret, techniques that allow you to retain the power and knowledge necessary to cast the spell repeatedly-potentially for a greater period of time. If you're a spontaneous caster, you can cast the triggering spell up to three times instead of once. If you're a prepared spellcaster, you can replace up to three of your prepared spells of the same level with the absorbed spell instead of one. Either way, you can choose to retain the absorbed spell for the next hour instead of the next 10 minutes; if you choose to extend the absorption to an hour, you can't use Absorb Spell again until one hour after the spell is absorbed.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"FJGPBhYmD7xTFsrW","image":{},"name":"Spellshot (Class Archetype)","sort":20000000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>Spellshots aren't ordinary gunslingers. They come from a tradition of ancient secrets and principles, which they temper with modern innovation and perspective. Spellshots combine magical power into the art of gunplay to create a distinct and mystical way known only to spellshots, enigmatic and unavailable to other gunslingers in the world at large. The first to identify themselves as spellshots tied their magical traditions to the history of the Star Code and the Crowned Regents in Arcadia. Ancient, reclusive crafters known as the Crowned Regents created star guns, the legendary magical firearms that shot white-hot blasts of energy. Wielders of star guns became bound together by the Star Code—a set of cultural expectations that defined how one should behave while using these powerful weapons. You can find more information about star guns, the Crowned Regents, and the Star Code in Guns & Gears.</p>\n<p>Most spellshots continue to come from Arcadia, as the stories describing the relevant skills and training to become one have been passed down over the generations. Many gunslingers who grow up in this region hear of these tales early in their lives, and they develop the techniques to channel magical energy through their firearms in imitation of the Regents' arcane methods. While Arcadia is home to the vast majority of the world's spellshots, the techniques have slowly spread to other regions. However, spellshots remain particularly rare in the Inner Sea region due to the unique history of guns there and their connection to the Grand Duchy of Alkenstar, which exists in a magic-dead region of the Mana Wastes.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.BwDIwjHasZwcd61Z] Feat 2</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.classfeatures.OmgtSDV1FubDUqWR]</p>\n<hr />\n<p>You've steeped yourself in magic and gunplay to the extent that you can conjure bullets from thin air, using a rudimentary knowledge of arcane theory to create a temporary piece of ammunition. You gain the @UUID[Compendium.pf2e.actionspf2e.KC6o1cvbr45xnMei] action.</p>\n<p><strong>Special</strong> You can't select another dedication feat other than Beast Gunner Dedication until you've gained two other feats from the spellshot or beast gunner archetypes.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.o3J79hnr00ztcwtT] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.BwDIwjHasZwcd61Z]</p>\n<hr />\n<p><strong>Frequency</strong> once per round.</p>\n<hr />\n<p>You channel potent magic into your next shot, empowering it with a blast of crackling energy. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal [[/r 1d6[additional]]] damage of this type. At 12th level, this increases to [[/r 2d6[additional]]] damage, and at 18th level, it increases to [[/r 3d6[additional]]] damage.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SE38R6zpv2XelzZk] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.BwDIwjHasZwcd61Z]</p>\n<hr />\n<p>You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the @UUID[Compendium.pf2e.actionspf2e.ESMIHOOahLQoqxW1] action to call the gun to your hand.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.nY8HtHNJMqP0hz3v] Feat 14</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.BwDIwjHasZwcd61Z]</p>\n<hr />\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p>You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target. Make a crossbow or firearm Strike against a foe who's observed or @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers and force effects stop the bullet. The shot ignores all cover, the @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pWbNhfBiskV4n58a] 18</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.BwDIwjHasZwcd61Z], master in Arcana</p>\n<hr />\n<p><strong>Requirements</strong> You're wielding a loaded magical firearm or crossbow.</p>\n<hr />\n<p>You infuse your entire being into a single shot, merging your body into the blast and enabling you to travel the same path as your bolt or bullet. Strike a creature with the required weapon. On a success, if the target was within 120 feet, you and all your gear are teleported to an open space of your choice within 10 feet of the target.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"BRxlFHXu8tN14TDI","image":{},"name":"Staff Acrobat","sort":20200000,"src":null,"system":{},"text":{"content":"<p>You can perform amazing acts in and out of combat when you have a spear, staff, or polearm.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.LoeoiYOpxSaEkWKv] Feat 2</h2>\n<p><strong>Prerequisites</strong> Dexterity 16; trained in Acrobatics; trained in Athletics; trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as 'your staff')</p>\n<hr />\n<p>When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. You can Shove and Trip even if you don't have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to Balance while wielding your staff, you get a critical success instead.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the staff acrobat archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.iMh9Ve8Kt8ZcdKU0] Feat 4</h2>\n<p><strong>Prerequisites</strong> Staff Acrobat Dedication</p>\n<p><strong>Requirements</strong> You are wielding your staff.</p>\n<hr />\n<p>You can attempt to Shove or Trip creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to Shove or Trip creatures up to three sizes larger than you.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.dPmJ91qawZW2U8K3] Feat 6</h2>\n<p><strong>Prerequisites</strong> Staff Acrobat Dedication</p>\n<p><strong>Requirements</strong> You are wielding your staff.</p>\n<hr />\n<p>You sweep your foes away with your staff. Roll an Athletics check to Shove or Trip, and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jIMeialR9CBo1bx9] Feat 8</h2>\n<p><strong>Prerequisites</strong> Staff Acrobat Dedication</p>\n<p><strong>Requirements</strong> You are wielding your staff.</p>\n<hr />\n<p>Make a Strike with your staff. As long as you don't critically fail, the target becomes flat-footed and takes a -2 circumstance penalty to its DC against Shove, Trip, and Tumble Through attempts until the start of your next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.wZZyasfIqwiJBQAQ] Feat 10</h2>\n<p><strong>Prerequisites</strong> Staff Acrobat Dedication, expert proficiency in your staff</p>\n<p><strong>Requirements</strong> You are wielding your staff, which must have the parry trait.</p>\n<hr />\n<p>You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.RnxullWsNdbU7fuH] Feat 14</h2>\n<p><strong>Prerequisites</strong> Staff Acrobat Dedication</p>\n<p><strong>Requirements</strong> You are wielding your staff.</p>\n<hr />\n<p>You Leap and then Strike using your staff. You gain a circumstance bonus to damage for the Strike equal to twice the number of weapon damage dice. Regardless of whether your Strike hit, you can then attempt to Shove or Trip the target.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"6KciIDJV6ZdJcAVa","image":{},"name":"Sterling Dynamo","sort":20400000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>While many people across Golarion use prosthetic devices, you've acquired and outfitted yourself with a particularly advanced combat model of clockwork prosthesis: a piece of cutting edge technology called a sterling dynamo. You know how to maintain your dynamo and how to customize it to suit your needs and style, incorporating any promising new technologies you encounter into its design.</p>\n<p>There's a significant distinction, however, between someone who merely has a sterling dynamo prosthesis and someone like you who is a true sterling dynamo. With their recent invention, people in Absalom and Dongun Hold with access to the technology have begun to adopt sterling dynamos as their prostheses of choice, among the wide variety of amazing options already available in both markets. However, not everyone who chooses to use sterling dynamo technology is a member of the sterling dynamo archetype.</p>\n<p>With the sterling dynamo archetype, you both use a sterling dynamo prosthesis and truly understand its advantages, limitations, and limitless potential. You don't have to literally be your own mechanic, as there's no requirement for a sterling dynamo to be particularly skilled at crafting, but even if you aren't, you can still \"feel\" what's right when it comes to adjusting and optimizing your dynamo. Whether you implement these improvements yourself or present your mechanic with ideas and insights that allow them to achieve something special on your behalf, your strength and ingenuity are what make you a sterling dynamo.</p>\n<p>As you train to use your dynamo in all sorts of adventures, you may become capable of feats its original inventors never dreamed possible. In fact, as you progress in the archetype and explore the possibilities, you might find that these inventors want to interview you in order to apply your insights and help them create a new generation of the technology with even greater capabilities. The sterling dynamo's adaptability grants it vast potential, so the sky's the limit!</p>\n<section class=\"info\">\n<h4>Prosthetics in Golarion</h4>\n<p>Prosthetics in Golarion don't require membership in an archetype or special organization to obtain. A character can purchase a simple prosthetic foot, eye, hand, or virtually any other body part for as little as 5 silver pieces, with more expensive prosthetics that are decorated with unique customizations or designs available for a corresponding mark-up. For more information on prosthetics, see page 69 of Pathfinder Lost Omens Grand Bazaar. The sterling dynamo prosthetic technology presented here was created through collaboration between a Dongun Hold prosthesis inventor, who created the flexible silvery clockwork joint system, and a researcher from the Clockwork Cathedral in Absalom, who created a prototype variant that increased how customizable the model was and sent it back to the dwarven inventor to iterate further. That iteration became the sterling dynamo that entered the market in late 4721 AR. It has been widely applauded for its adaptability in both combat and everyday use.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.fdSbB0EQVxFgLoEd] Feat 2</h2>\n<hr />\n<p>You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non-prehensile limb, such as a tail. While your sterling dynamo prosthetic can replace a missing prehensile limb, such as an arm, choosing to add a new limb can never increases your character's number of hands or prehensile limbs beyond two, even in combination with other abilities or effects.</p>\n<p>Your sterling dynamo prosthesis is especially optimized for combat, granting you a dynamo melee unarmed attack that is in the brawling weapon group and is made of silver (which makes it more effective against certain types of creatures, such as devils and werewolves).</p>\n<p>You have several options to customize your sterling dynamo. First, choose whether you have a power driver dynamo, which deals [[/r 1d6[bludgeoning]]] damage and has the shove trait, or a percussive striker dynamo, which deals [[/r 1d4[bludgeoning]]] damage and has the agile and finesse traits. Most dynamos are automated, so they don't require a free hand to use, like other unarmed attacks. However, you can instead choose to make your dynamo be manually controlled via a handheld switch, lever, or other device; to make an attack with a manually controlled dynamo, you must have a hand free to operate it, but the benefit is great control and a more devastating strike. This increases the damage die by one size, to a 1d8 for a power drive dynamo or 1d6 for a percussive striker dynamo. Arm dynamos are always manual, but they use the hand on that arm to operate the dynamo when making strikes. Manual control is required only in the heat of combat, not for less strenuous adventuring or everyday activities.</p>\n<p>You need to keep your sterling dynamo wound, but the process isn't particularly onerous, so in most situations, it won't be an issue. If you spend 1 minute winding up your dynamo, it can remain active for 24 hours before needing additional winding. However, enemies can attempt to Disable the dynamo, which has a level equal to your own, to reduce the remaining operational time by 1 hour, or 2 hours on a critical success. Certain other abilities that adversely affect technology might also reduce the dynamo's remaining operational time. When your dynamo is out of operational time, you can still use it as a normal prosthetic, but you cannot use your dynamo unarmed attack or any other abilities from this archetype until you wind the dynamo again. You can wind the dynamo for 1 minute at any time to return it to the maximum 24 hours of operational time.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the sterling dynamo archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.sVEF7j9Wh1KNGPUm] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fdSbB0EQVxFgLoEd]</p>\n<hr />\n<p>Your dynamo has modular configurations, allowing you to swap between various different possibilities with ease in order to adapt to various situations in combat. Your dynamo attack gains the modular trait, as well as one of the following configurations of your choice: power driver ([[/r 1d6[bludgeoning]]] damage; shove), percussive striker ([[/r 1d4[bludgeoning]]] damage; agile, finesse), rotating sickle ([[/r 1d6[slashing]]] damage; trip), or entangling barbs ([[/r 1d6[piercing]]] damage; grapple). If you have a manually controlled dynamo, these damage dice increase by 1 size, as usual, and you can also choose the extendable baton ([[/r 1d4[bludgeoning]]] damage; finesse, reach), which has the damage increase already factored in.</p>\n<p>When you use an Interact action to switch configurations using the modular trait, you switch between the initial configuration of dynamo you chose with the Sterling Dynamo Dedication and the new configuration you chose with Modular Dynamo.</p>\n<p><strong>Special</strong> You can select this feat multiple times. Each time, you choose another configuration and add it to the list of options you can choose when you use an Interact action with the modular trait.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.0SbHdwYumvmzwWw3] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fdSbB0EQVxFgLoEd]</p>\n<hr />\n<p>You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row. Make a single bludgeoning or piercing dynamo Strike and compare the attack roll result to the ACs of up to two foes. The first foe must be within your melee reach and the second foe must be adjacent to the first foe in a straight line away from you. Roll damage only once and apply it to each creature you hit. A Piston Punch counts as two attacks for your multiple attack penalty. Reduce the operational time of your sterling dynamo by 1 hour.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.A0keRhzNlcB1u4gD] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fdSbB0EQVxFgLoEd]</p>\n<p><strong>Access</strong> You are from Ustalav.</p>\n<hr />\n<p>You've modified your dynamo with Stasian coils, allowing you to make a powerful attack that crackles with electricity. Make a dynamo Strike. On a success, the Strike deals an additional [[/r 1d12[electricity]]] damage to the target, as well as [[/r 1d4[electricity]]] damage to up to two other foes within 10 feet as sparks leap across the gaps. If you critically fail your dynamo Strike, you take [[/r 1d12[electricity]]] damage. This counts as two attacks when calculating your multiple attack penalty. At 18th level, the additional electricity damage to the target increases to 2d12, and the additional electricity damage to the other foes increases to [[/r 2d4]]{2d4}. Reduce the operational time of your sterling dynamo by 1 hour.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.K0x90HNHi5hONdDl] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fdSbB0EQVxFgLoEd]</p>\n<p><strong>Access</strong> You are from Arcadia.</p>\n<hr />\n<p>You've incorporated beast tech from Arcadia into your dynamo, adding in components from various terrifying creatures to enhance your prosthesis's capabilities. The beast parts can unleash a disturbing howl as you make a powerful attack with your dynamo. Attempt a single Intimidation check to Demoralize each enemy within 30 feet; you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. Then, make a dynamo Strike. Reduce the operational time of your sterling dynamo by 1 hour.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.xzesXSIXTqsVxm1e] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fdSbB0EQVxFgLoEd]</p>\n<p><strong>Access</strong> You are an automaton or are otherwise from the ancient Jistka Imperium.</p>\n<hr />\n<p>You've learned the secrets of Jistkan golem prostheses, allowing you to incorporate golem components into your dynamo and gain a portion of their magic. You gain a +1 status bonus to saving throws against magic, and your dynamo Strikes become magical.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.fyJ2slL98hnQH3On] Feat 18</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fdSbB0EQVxFgLoEd]</p>\n<hr />\n<p>You've built clockwork wings or jets into your dynamo, allowing you to use your prosthesis to fly. You gain a fly Speed equal to your Speed. Each minute of flight reduces the operational time of your sterling dynamo by 1 hour, measured from the first time you use the Fly action in a given minute.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"EwlYs1OzaMj9BB5I","image":{},"name":"Student of Perfection","sort":20600000,"src":null,"system":{},"text":{"content":"<p>You studied martial arts at Jalmeray's Houses of Perfection.</p><h2>@UUID[Compendium.pf2e.feats-srd.eHjqNXgylSuvA887] Feat 2</h2><div><p><strong>Prerequisites</strong> powerful fist or expert in unarmed attacks; member of a House of Perfection</p><p><strong>Access</strong> You are from Jalmeray.</p></div><hr /><p>You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of Acrobatics or Athletics and Warfare Lore; if you were already trained, you become an expert instead. You gain the @UUID[Compendium.pf2e.feats-srd.3a07jkWezSuORSpS] monk class feat, which grants you the ki strike ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. Your ki spells from Student of Perfection are occult spells.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the student of perfection archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.Y4gYfrxjSir2Enui] Feat 4</h2><p><strong>Prerequisites</strong> Student of Perfection Dedication</p><hr /><p>You gain the <em>@UUID[Compendium.pf2e.spells-srd.GQopUYTuhmtb7WMG]</em> ki spell. Increase the number of Focus Points in your focus pool by 1.</p><h2>@UUID[Compendium.pf2e.feats-srd.RAaUb9MPSDv1CGmF] Feat 4</h2><p><strong>Prerequisites</strong> Student of Perfection Dedication</p><hr /><p>You gain the @UUID[Compendium.pf2e.feats-srd.YW4FdWgzTwRFneFF] monk class feat. You can use melee monk weapons with any Student of Perfection feats or Student of Perfection focus spells that normally require unarmed attacks.</p><h2>@UUID[Compendium.pf2e.feats-srd.aQjWHbjK1pk8HESM] Feat 6</h2><p><strong>Prerequisites</strong> Student of Perfection Dedication</p><hr /><p>You gain the appropriate ki spell for your School of Perfection: <em>@UUID[Compendium.pf2e.spells-srd.VBNevVovTCpn04vL]</em> for Unblinking Flame, <em>@UUID[Compendium.pf2e.spells-srd.ytboJsyZEbE1MLeV]</em> for Unbreaking Waves, <em>@UUID[Compendium.pf2e.spells-srd.tvO6Kmc2pQve9DC5]</em> for Unfolding Wind, or <em>@UUID[Compendium.pf2e.spells-srd.FPnkOYyWIaOzkmqn]</em> for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1.</p><h2>@UUID[Compendium.pf2e.feats-srd.QN55ToyJIjxgPmhs] Feat 8</h2><p><strong>Prerequisites</strong> Student of Perfection Dedication</p><hr /><p>You gain resistance equal to half your level to all damage from effects with the appropriate trait for your School of Perfection: fire for Unblinking Flame, water for Unbreaking Waves, air for Unfolding Wind, and earth for Untwisting Iron. After using a Student of Perfection ki spell, the resistance increases to be equal to your level for 1 round.</p><h2>@UUID[Compendium.pf2e.feats-srd.xCuPob9TuSBKz6Gn] Feat 10</h2><p><strong>Prerequisites</strong> Student of Perfection Dedication</p><hr /><p>You gain an appropriate ki spell for your School of Perfection: <em>@UUID[Compendium.pf2e.spells-srd.floDCUOSzT0F6r77]</em> for Unblinking Flame, <em>@UUID[Compendium.pf2e.spells-srd.ZQk2cGBCkATO25w0]</em> for Unbreaking Waves, <em>@UUID[Compendium.pf2e.spells-srd.ALuvl9GYawnsZZCx]</em> for Unfolding Wind, or <em>@UUID[Compendium.pf2e.spells-srd.9o5aG5025ZczjkPb]</em> for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls.</p><h2>@UUID[Compendium.pf2e.feats-srd.ST6AhCbEDSMxXf20] Feat 14</h2><p><strong>Prerequisites</strong> Student of Perfection Dedication</p><hr /><p>You gain an appropriate ki spell for your School of Perfection: <em>@UUID[Compendium.pf2e.spells-srd.KADeCawMG6WAzYHa] </em>for Unblinking Flame, <em>@UUID[Compendium.pf2e.spells-srd.YtJXpiu4ijkB6nP2]</em> for Unbreaking Waves, <em>@UUID[Compendium.pf2e.spells-srd.Ww4cPZ3QHTSpaM1m]</em> for Unfolding Wind, or <em>@UUID[Compendium.pf2e.spells-srd.8eOMAIvT7S1CJSit]</em> for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls.</p><h2>@UUID[Compendium.pf2e.feats-srd.9v3wpgvEEiZHO0SJ] Feat 18</h2><p><strong>Prerequisites</strong> Perfect Ki Expert or Perfect Ki Exemplar</p><hr /><p>You gain an appropriate ki spell for your School of Perfection: <em>@UUID[Compendium.pf2e.spells-srd.aFd00WT266VYPqOG]</em> for Unblinking Flame, <em>@UUID[Compendium.pf2e.spells-srd.axYqY70kYu2lN20R]</em> for Unbreaking Waves, <em>@UUID[Compendium.pf2e.spells-srd.XjNROFtWnwovhCsq]</em> for Unfolding Wind, or <em>@UUID[Compendium.pf2e.spells-srd.9DtuMEyHhtHFRp5a]</em> for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become a master in occult spell DCs and occult spell attack rolls.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"k9Ebp52kt0ZLHtMl","image":{},"name":"Swashbuckler","sort":20800000,"src":null,"system":{},"text":{"content":"<p>You fight with flair and style, adding swashbuckling tricks to your combat repertoire.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.eAlrvPVb8qt8Lruw] Feat 2</h2>\n<p><strong>Prerequisites</strong> Charisma 14, Dexterity 14</p>\n<hr />\n<p>Choose a swashbuckler style. You gain the panache class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the swashbuckler archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.sE7x3QAel4VGdkgn] Feat 4</h2>\n<p><strong>Prerequisites</strong> Swashbuckler Dedication</p>\n<hr />\n<p>You gain a 1st- or 2nd-level swashbuckler feat of your choice.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.X5gNhaYNx1xu6NoH] Feat 4</h2>\n<p><strong>Prerequisites</strong> Swashbuckler Dedication</p>\n<hr />\n<p>You've learned how to land daring blows when you have panache. You gain the precise strike class feature but you deal 1 addition damage on a hit and 1d6 damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SHhiLn0OSILEXNOj] Feat 6</h2>\n<p><strong>Prerequisites</strong> Basic Flair</p>\n<hr />\n<p>You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.lZ0swL9EEUgbAuaZ] Feat 6</h2>\n<p><strong>Prerequisites</strong> Swashbuckler Dedication</p>\n<hr />\n<p>You've learned to riposte against ill-conceived attacks. You gain the Opportune Riposte reaction.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.RU86cGTryRAdaEqx] Feat 8</h2>\n<p><strong>Prerequisites</strong> Swashbuckler Dedication</p>\n<hr />\n<p>You move faster, with or without panache. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; you also gain a +5-foot status bonus to your Speeds when you don't have panache.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.BJfIGuUMItalNYet]{Evasiveness} Feat 12</h2>\n<p><strong>Prerequisites</strong> Swashbuckler Dedication, expert in Reflex saves</p>\n<hr />\n<p>Your proficiency rank for Reflex saves increases to master.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Y4DiXz5I8krCh1fC","image":{},"name":"Swordmaster","sort":21000000,"src":null,"system":{},"text":{"content":"<p>Though the ultimate goal of the Pathfinder society is to learn, knowledge cannot be spread if those who discover it fail to come back alive. The Master of Swords teaches recruits to survive, to defend other Pathfinders, and to defeat the Society's enemies. The swordmaster embodies these skills, focusing on practicality and ignoring ideals or methods that interfere with their ability to overcome any challenge.</p><h2 class=\"title\">Pathfinder Society Archetypes</h2><p>The following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the archetype can select one of these dedication feats even if they have not gained three feats from the @UUID[.fTxZjmNLckRwZ4Po]{Pathfinder Agent} archetype, and each of these archetypes' feats fulfills the @UUID[Compendium.pf2e.feats-srd.QnB5ArlO4wlRXQ2E]{Pathfinder Agent Dedication's} special requirement despite not being from the Pathfinder agent archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.SHpVHkPxtQggD9Cf] Feat 6</h2><div><p><strong>Prerequisites</strong> Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords</p></div><hr /><p>Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to Disarm you. If you have the Deft Cooperation feat and critically succeed on a check to Aid an ally's attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply.</p><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Swordmaster archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.RcQv16RK80R6c4id] Feat 8</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication, expert in Crafting</p></div><hr /><p>You've learned to repair your equipment even in challenging circumstances, making use of what you have available. You can attempt to Repair an item without a repair kit, instead improvising tools out of your gear or found items. This adds 5 minutes to the time it takes to Repair the item. You can also Repair an item while on the move without needing a stable surface. This adds 10 minutes to the times it takes to Repair the item.</p><h2>@UUID[Compendium.pf2e.feats-srd.8Sdw31YToKhBJ4v4] Feat 8</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication, expert in Athletics and Acrobatics</p><hr /><p>You spend a lot of time focusing on your physical fitness. You increase your proficiency rank in Acrobatics and Athletics from expert to master.</p><h2>@UUID[Compendium.pf2e.feats-srd.ASWqQ6RB7cfCsUo0] Feat 8</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication</p><hr /><p>You place your body between your friends and your enemies, protecting your allies against oncoming attacks. You choose one adjacent ally. That ally gains a +1 circumstance bonus to AC until the start of your next turn or until that ally is no longer adjacent to you, whichever comes first. You can only protect a single ally in this way. If you choose to Protect a different Ally, the previous ally loses the bonus to AC.</p><h2>@UUID[Compendium.pf2e.feats-srd.i7hNUqiJsB8hgIET]{Quick Stow} Feat 8</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication</p><hr /><p>You know that situations can change rapidly and might leave you needing to change equipment in the middle of combat. Your training has taught you how to swap your equipment on the fly. You Interact to stow a weapon and then Interact again to draw a readied item or weapon.</p><h2>@UUID[Compendium.pf2e.feats-srd.jaekke9HomT4PZ9b] Feat 8</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication</p><hr /><p>You keep hold of your weapons even when knocked out. You gain a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, when you fall unconscious, you don't drop any weapons that you're currently wielding, though somebody else can remove them from you.</p><h2>@UUID[Compendium.pf2e.feats-srd.OmjTt8eR1Q3SmkPp] Feat 10</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication; trained in light, medium, or heavy armor</p><hr /><p>You've slept many nights in your armor and gotten used to it. You can sleep in armor overnight without being fatigued the next day. If you were already fatigued before sleeping, the armor doesn't prevent you from recovering from being fatigued.</p></div></div></div></div></div><h2>@UUID[Compendium.pf2e.feats-srd.fCsIyglmpb7NYwiy] Feat 10</h2><p><strong>Prerequisites</strong> Swordmaster Dedication</p><hr /><p>Your attack prevents a foe from pursuing your allies. Make a melee Strike, adding the following effects in addition to the normal effects of the Strike.</p><hr /><p><strong>Critical Success</strong> The target takes a -15-foot status penalty to its Speeds until the start of your next turn.</p><p><strong>Success</strong> The target takes a -10-foot status penalty to its Speeds until the start of your next turn.</p><p><strong>Failure</strong> The target takes a -5-foot status penalty to its Speeds until the start of your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.lKeJruYQutWlNXyZ] Feat 10</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication</p><hr /><p>You've become comfortable in using weapons that you might not have picked up before training with the Swords. Choose one weapon group, such as hammer or sword. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with both simple and martial weapons of your chosen weapon group.</p><h2>@UUID[Compendium.pf2e.feats-srd.vu0R9VfRZ6RWTczZ] Feat 10</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication</p><hr /><p>After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised. You may use the Defend exploration activity while traveling at your full travel speed instead of half your travel speed.</p><div><h2>@UUID[Compendium.pf2e.feats-srd.9AZjpeeS824VsYv8] Feat 12</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication</p><hr /><p>After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised. You may use the Defend exploration activity while traveling at your full travel speed instead of half your travel speed.</p><h2>@UUID[Compendium.pf2e.feats-srd.QoPooHpBjPh1sjRD] Feat 12</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication, expert in a skill used to Recall Knowledge</p><p><strong>Requirements</strong> You're fighting a creature of your level or lower that could be identified by Recall Knowledge with a skill in which you're an expert.</p><hr /><p>You paid attention during your studies and remember the right way to attack various creatures. Choose a creature that meets the requirements. You learn the resistances, immunities, or weaknesses of the creature (your choice) without needing to successfully Recall Knowledge.</p><h2>@UUID[Compendium.pf2e.feats-srd.m7AOg13xEJRHyoTt] Feat 12</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication, master in Survival</p><hr /><p>You've studied survival skills with the School of Swords experts and are comfortable spending long periods of time in the wilderness. You don't get fatigued more quickly due to precipitation during overland travel, though you can otherwise be fatigued as normal. You can go 3 days + your Constitution modifier without water before you take damage from thirst and you can go 5 days + your Constitution modifier without food before you take damage from starvation.</p></div></div></div></div></div></div><h2>@UUID[Compendium.pf2e.feats-srd.Oa41bfBRO36lf1aE] Feat 12</h2><p><strong>Prerequisites</strong> Swordmaster Dedication</p><p><strong>Trigger</strong> An enemy critically succeeds at a Strike against an adjacent ally.</p><hr /><p>You've trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn't double the damage from the triggering Strike but instead applies the normal damage to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success.</p><h2>@UUID[Compendium.pf2e.feats-srd.K5pXeeJLmdE8XuvM] Feat 12</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication, master in Diplomacy</p><hr /><p>You often find that the best way to win a conflict means avoiding a fight in the first place. You're good at talking to potential opponents without making things worse. If you would critically fail at a check to Make an Impression, you instead fail. You can attempt checks to make Requests of creatures who're indifferent or unfriendly toward you.</p><h2>@UUID[Compendium.pf2e.feats-srd.9zfcIXDG2mDpiypp] Feat 14</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication; trained in light, medium, or heavy armor</p><hr /><p>You've spent time training in your armor alongside other agents from the Swords. Your proficiency rank for light, medium, and heavy armor increases to expert for whichever of those you already had the trained proficiency rank in.</p></div></div><h2>@UUID[Compendium.pf2e.feats-srd.PSpwdvuddC9kXONz] Feat 14</h2><p><strong>Frequency</strong> once per 10 minutes</p><p><strong>Prerequisites</strong> Swordmaster Dedication</p><p><strong>Trigger</strong> You take damage that would reduce you to 0 Hit Points.</p><hr /><p>You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren't knocked unconscious, nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds.</p><h2>@UUID[Compendium.pf2e.feats-srd.0qL4a3CarG1e0pfB] Feat 14</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication</p><hr /><p>Your ranged attacks push your foes away from your allies. Make a ranged Strike, adding the following effects in addition to the normal effects of the Strike.</p><hr /><p><strong>Critical Success</strong> The target is pushed 10 feet away from you.</p><p><strong>Success</strong> The target is pushed 5 feet away from you.</p><p><strong>Failure</strong> The target is flat-footed for 1 round.</p><h2>@UUID[Compendium.pf2e.feats-srd.zodscjgydZRUSOLO] Feat 16</h2><div><p><strong>Prerequisites</strong> Swordmaster Dedication</p><p><strong>Trigger</strong> An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with the incapacitation trait.</p><hr /><p>You're so focused on your allies that you can help them to recenter when something would take them out of the fight. Your ally rerolls the failed saving throw. That ally must take the second result.</p><h2>@UUID[Compendium.pf2e.feats-srd.rmO7FP410nvCjFBB] Feat 18</h2><div><p><strong>Prerequisites</strong> <span style=\"box-sizing:border-box;user-select:text\">@UUID[Compendium.pf2e.feats-srd.Oa41bfBRO36lf1aE]</span></p><hr /><p>You fully protect your allies from the worst blows. When you use the Shoulder Catastrophe reaction, you can choose to take the full critical damage and effects from the attack, including effects that apply on a critical hit, and have your ally take no damage and avoid the attack's effects.</p></div></div></div>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"fPqSekmEm5byReOk","image":{},"name":"Talisman Dabbler","sort":21200000,"src":null,"system":{},"text":{"content":"<p>The classic idea of magic is that of a hoary wizard, poring over a crumbling book of spells. But magic is so much more than that-it is thought, will, and action, and with the right talismans, you can make even the cut of a sword a deeply magical act. This all hinges on the small magical talismans you affix to your gear. You know how to make and use the perfect talismans for any job.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.1t5479E6bdvFs4E7] Feat 2</h2>\n<p>You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them.</p>\n<p>Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it.</p>\n<p>Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Talisman Dabbler archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.RlhvppSmQRqL2RUe] Feat 4</h2>\n<p><strong>Prerequisites</strong> Talisman Dabbler Dedication</p>\n<hr />\n<p>You can attach a talisman using only a bit of glue and some string. You gain the Rapid Affixture skill feat, even if you don't meet the prerequisites. When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. You gain the ability to Affix a Talisman as a 3-action activity from that feat at 12th level, regardless of your Crafting proficiency.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.PTXZ2C3AV8tZf0iX] Feat 8</h2>\n<p><strong>Prerequisites</strong> Talisman Dabbler Dedication</p>\n<hr />\n<p>With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations.</p>\n<p><strong>Special</strong> You can select this feat a second time if you are 14th level or higher.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.uPikeCzrTrgzEJT8] Feat 14</h2>\n<p><strong>Prerequisites</strong> Talisman Dabbler Dedication</p>\n<hr />\n<p>You have forgotten more about talismans than lesser warriors have ever known. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item for this ability.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"lc3iBCamQ8jvr9dp","image":{},"name":"Trapsmith","sort":21400000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>Wielding a wrench or blowtorch, you manufacture snares that whir and tick with delicate precision. Your best work requires the right materials—a glorious set of brass fittings and cogwheels—with which you create snares that are as elegantly lethal as they are subtle. As a trapsmith, you're always improving your snares: adjusting timing, tweaking triggers, and finding new ways to hide them from foes.</p>\n<p>You can select the dedication feat for the trapsmith archetype even if you haven't yet gained three feats from the snarecrafter archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.uT9RnHLgIIcm7Hhs] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.4MUbwilvb9dI0X59] or @UUID[Compendium.pf2e.feats-srd.0haS0qXR9xTYKoTG] ranger class feat.</p>\n<hr />\n<p>You use glimmering gears and gnashing mechanisms to manufacture snares using specialized parts. Your snares include clockwork and steam-powered cogwheels and gears, and their gush of steam can hinder those you ensnare. If you choose to construct a snare using gears and a creature fails their saving throw against the snare, all creatures are concealed to that creature for 1 round, as a burst of steam obscures its vision.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the snarecrafter or trapsmith archetypes.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7Hx0i4VchvwrIOV5] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.uT9RnHLgIIcm7Hhs], expert in Crafting</p>\n<hr />\n<p>Snares you create have complicated inner workings that are quite difficult to disable. Creatures attempting to Disable your snares that use gears must succeed at an additional Thievery check in order to disable the snare. On a failed check, while the snare doesn't fully trigger, the grinding mechanisms deal bludgeoning damage to the creature equal to half your level. The snare still triggers on a critical failure, as normal.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UkMG3wMvrw8X0I98] Feat 7</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.uT9RnHLgIIcm7Hhs], master in Crafting</p>\n<hr />\n<p>You've mastered attaching clockwork propellers to your daily quick-deploy snares that use gears. This allows you to place your snares in the air or underwater, where they remain in place for up to 10 minutes, after which the propeller runs out of power and they fall or sink. Unless you use additional precautions to hide it, a propeller snare's location is usually obvious.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.WmSggxmf4iAe2aRD] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.uT9RnHLgIIcm7Hhs]</p>\n<hr />\n<p>You're able to scavenge the cogwheels from your daily quick-deploy snares that use gears. This allows you to deconstruct a snare that didn't trigger in order to set the snare up somewhere else. Doing so takes the same number of actions as setting the snare did. When you do, you recover the snare and can deploy it in another location.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UJcQgQpZRqXBw0Nb] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.uT9RnHLgIIcm7Hhs]</p>\n<hr />\n<p>You are familiar with the fittings and cogwheels of your snares and can repurpose parts from prepared quick-deploy snares to assemble a new creation on the fly. Using two of the snares you prepared for quick deployment during daily preparations, you can quickly deploy a different snare that you know how to Craft, even if you didn't prepare that snare during your daily preparations.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.k9B7gDit3pXbq2XF] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.uT9RnHLgIIcm7Hhs]</p>\n<hr />\n<p>You've learned how to build snares that trigger based on visual stimuli. When you construct a snare using gears, you can cause it to trigger based on the visual features of a creature. For example, you could lay a snare that can only be triggered by a Large or Larger creatures, or one that only activates when a creature wearing red clothing would trigger it. You can use this ability to specify your snares to trigger on creatures that typically do not trigger snares, such as creatures smaller than Small, though the creature must still otherwise satisfy the snare's trigger as normal.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"nPcma8UOqWo7xw0P","image":{},"name":"Trick Driver","sort":21600000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p><hr /><p>While cavaliers follow an old and tired tradition of mounted combat, you take a more modern road. Through aggressive use of vehicles, you roll across the battlefield, taking down your opponents. You go beyond simply operating a vehicle, pushing it to perform stunts that its builders never intended, transforming the vehicle into something much greater than a mere conveyance.</p><section class=\"info\"><h4>Using Vehicles</h4><p>While many of the options in this book are uncommon to allow you to insert the thematic elements into your game as you see fit, there are some options you should consider very carefully before including. This archetype is one of them. Vehicles are relatively complicated and can move very fast, which can make mapping encounters quite difficult. They can also move characters too far from the fight for other participants to respond. Think carefully before deciding whether to include the trick driver archetype, and make sure that vehicle use is right for your campaign's style and encounter area size.</p></section><h2>@UUID[Compendium.pf2e.feats-srd.1hyC4aiLMBSwM9Z1] Feat 2</h2><hr /><p>You are equally at home piloting any vehicle, adapting yourself instantly to varied controls, movements, and handling. Whenever piloting a vehicle requires a Piloting Lore or Sailing Lore check, you can use your Driving Lore proficiency instead. You can use Dexterity in place of Intelligence when attempting piloting checks with Driving Lore. You become an expert in Driving Lore. At 7th level, you become a master in Driving Lore, and at 15th level, you become legendary in Driving Lore.</p><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the trick driver archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.K2R1xGTgBnSCDMUl] Feat 2</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.1hyC4aiLMBSwM9Z1]</p><hr /><p>You can optimize your vehicle's performance, coaxing extra speed and choosing paths to avoid slowdowns. When calculating your travel speed for the day while piloting a vehicle, you can attempt a Driving Lore check to increase your vehicle's travel speed. The DC is determined by the GM but is typically based on the vehicle's piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle's travel speed by half. This has no effect on your vehicle's movement in encounters.</p><h2>@UUID[Compendium.pf2e.feats-srd.z3ycxqT1XvjfQ0Oq] Feat 4</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.1hyC4aiLMBSwM9Z1]</p><hr /><p><strong>Requirements</strong> You are adjacent to a vehicle's point of entry.</p><hr /><p>Diving into a moving vehicle and seizing the controls is nothing new for you. You @UUID[Compendium.pf2e.actionspf2e.bG91dbtbgOnw7Ofx] and @UUID[Compendium.pf2e.actionspf2e.yh9O9BQjwWrAIiuf] of the adjacent vehicle.</p><h2>@UUID[Compendium.pf2e.feats-srd.SXXyAwe9FGBwhJIW] Feat 4</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.1hyC4aiLMBSwM9Z1]</p><hr /><p><strong>Requirements</strong> You are piloting a vehicle.</p><hr /><p>You throw the vehicle into a barely controlled skid, turning sharply to evade pursuit or bring your weapons to bear. You @UUID[Compendium.pf2e.actionspf2e.uS3qDAgOkZ7b8ERL] with a -2 penalty to your piloting check, gaining the effects of the Drive action for the same number of actions you spent to Power Slide. At the end of the movement, if you succeed, you can turn the vehicle up to 90 degrees. If you critically succeed at your piloting check, you can instead turn the vehicle up to 180 degrees.</p><h2>@UUID[Compendium.pf2e.feats-srd.UaCHd5SpYsZwf2hM] Feat 7</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.1hyC4aiLMBSwM9Z1], master in Driving Lore</p><hr /><p>You can push your vehicle's performance beyond the limits envisioned by its makers. Whenever you succeed at a piloting check, the vehicle you are piloting gains a +5-foot circumstance bonus to all its Speeds until the end of your turn. If you critically succeed, this bonus increases to +10 feet.</p><h2>@UUID[Compendium.pf2e.feats-srd.ts2A1XeuPRzaCZgA] Feat 10</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.1hyC4aiLMBSwM9Z1]</p><hr /><p><strong>Requirements</strong> You are piloting a vehicle.</p><hr /><p>In your hands, any vehicle is a weapon. When you use @UUID[Compendium.pf2e.actionspf2e.lID4rJHAVZB6tavf], you can use your class DC in place of the vehicle's collision DC. Your vehicle can Run Over any number of creatures up to one Size smaller than the vehicle or ram any one target creature or object in your path up to the size of your vehicle.</p><h2>@UUID[Compendium.pf2e.feats-srd.Eg7YZBmeNJeY9wkD] Feat 12</h2><p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.1hyC4aiLMBSwM9Z1]</p><hr /><p><strong>Requirements</strong> You are piloting a vehicle.</p><hr /><p>You can smoothly line up an attack without disrupting your control. You @UUID[Compendium.pf2e.actionspf2e.uS3qDAgOkZ7b8ERL], gaining the effects of the Drive action for the same number of actions you spent to Drive-By Attack. At any point during your vehicle's movement, you Strike.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"uGsGn5sgR7wn0TQD","image":{},"name":"Turpin Rowe Lumberjack","sort":21800000,"src":null,"system":{},"text":{"content":"<p>You are a feller of trees and a skilled axe wielder, trained in the art of forestry by the hard-working loggers of Turpin Rowe.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.0icxuITlxUBfeomX] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Survival</p>\n<p><strong>Access</strong> You must befriend at least one Turpin Rowe logger.</p>\n<hr />\n<p>Your logging training has made you intimately familiar with all aspects of forestry, and you have trained extensively to reach around trees and utilize their bulk to your advantage. You become trained in Milling Lore and Forest Lore, or an expert if you were already trained. You can always Take Cover when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind. In addition, any enemy who gains standard cover from a tree gains only lesser cover against your attacks (or only standard cover, if the enemy otherwise gains greater cover).</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the Turpin Rowe lumberjack archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.nAgAICjPd4BSQlAj] Feat 4</h2>\n<p><strong>Prerequisites</strong> Turpin Rowe Lumberjack Dedication</p>\n<hr />\n<p>When you are climbing a wooden surface and have a @UUID[Compendium.pf2e.equipment-srd.LGgvev6AV0So8tP9] or @UUID[Compendium.pf2e.equipment-srd.War0uyLBx1jA0Ge7] in each hand, you have a climb Speed equal to half your normal Speed. You must still have both legs available to climb and can't use either of the axes in combat while climbing. This feat can also be used to climb a surface of ice if you have a @UUID[Compendium.pf2e.equipment-srd.RbM4HvPyrZ4YJxRc] in each hand.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SjJ8BOy5sc8p2H5E] Feat 4</h2>\n<p><strong>Prerequisites</strong> Turpin Rowe Lumberjack Dedication</p>\n<p><strong>Requirements</strong> You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is flat-footed.</p>\n<hr />\n<p>You shuffle your feet to dislodge the surface beneath you or otherwise cause your opponent to become unsteady. Attempt an Acrobatics check against the adjacent creature's Reflex saving throw DC. On a success, the creature falls. On a critical failure, you fall.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pewPAMlURmTqBqJx] Feat 6</h2>\n<p><strong>Prerequisites</strong> Turpin Rowe Lumberjack Dedication</p>\n<hr />\n<p>You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the thrown trait with a range of 10 feet. For axes that already have the thrown trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.mnhsG4l53YJkJIeY] Feat 10</h2>\n<p>Once you have penetrated a foe's defenses, you can home in on the same spot to exploit your opponent's wound and deal some serious damage. The second time you hit and deal damage with a melee axe Strike to the same opponent or object during your turn, you ignore half of the opponent's or object's Hardness, if any. If you hit and deal damage with a melee axe Strike to the same opponent or object a third or fourth time during your turn, you ignore all of its Hardness, if any.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"f7tFLR7aFonXTLQa","image":{},"name":"Undead Master","sort":22000000,"src":null,"system":{},"text":{"content":"<p>Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal relationship with a small number of undead companions, personalized to your needs and expectations. Those companions with minds trust you implicitly; those without are extensions of your will. Perhaps they see you as a teacher or caretaker, shepherding them on the path to peace and passing on, or perhaps they are your protectors, bound to aid you by negotiation and magical spells. Whatever the case, they will fight for and alongside you without question, throwing themselves into danger without hesitation if it will provide a means to your desired end. This archetype works well for a necromancer capable of raising undead but isn't exclusive to them. You could be a warrior who befriended an undead, an evil champion granted an undead companion by your deity, or an undead bloodline sorcerer undead are drawn to. The additional feats below are found in the beastmaster archetype on pages 160-161 of the Advanced Player's Guide. Whenever one of these additional feats refers to an animal companion, as an undead master, you apply it to your undead companion instead.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.zBLrZE5aCkpaTK2N], @UUID[Compendium.pf2e.feats-srd.uCElsebJ45ltmZMT]; 6th @UUID[Compendium.pf2e.feats-srd.TORYSZMLMAGgsSEW]; 8th @UUID[Compendium.pf2e.feats-srd.aEws1NR19Lbu1Kio]; 14th @UUID[Compendium.pf2e.feats-srd.bki36RiEM5FR4aiT]; 16th @UUID[Compendium.pf2e.feats-srd.Aeea44xyJqYArFun]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.M6cWLywN0aWnX5Gl] Feat 2</h2>\n<p>Prerequisites evil alignment You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions appear on page 37 and utilize those for animal companions from the Core Rulebook on page 214. Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your \"active companion,\" follows you during exploration and encounters; the rest are reduced to an \"inactive\" state that can be easily tucked into an inventory or stored in a nearby crypt. If you ever have more than one undead companion, you gain the @UUID[Compendium.pf2e.actionspf2e.8kGpUUUSX1sB2OqQ] action, with your undead companions taking the place of animal companions.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the undead master archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.31ozQ8lwNtiQi2N0] Feat 8</h2>\n<p><strong>Prerequisites</strong> Undead Master Dedication</p>\n<p><strong>Frequency</strong> once per 10 minutes</p>\n<p><strong>Trigger</strong> You would take damage from a Strike while one of your undead companions is adjacent to you.</p>\n<hr />\n<p>You magically divert some of the harm from an incoming attack away from yourself, forcing your undead companion to take it in your stead. Reduce the damage you take from the triggering Strike by 2 + your level. Your adjacent undead companion loses a number of Hit Points equal to the amount of damage reduced. If you have more than one adjacent undead companion, you choose which one loses Hit Points. You can't divert the damage to a temporary fragment from Their Master's Call.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.VS28L98uFhr3j1HC] Feat 12</h2>\n<p><strong>Prerequisites</strong> Undead Master Dedication, Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession.</p>\n<hr />\n<p>In a pinch, you pull one of your inactive companions from their rest to provide a companion's support benefit. A fragment of your companion materializes or assembles itself in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. If it takes any damage before your next turn, it disappears or collapses (as applicable) and the support benefit ends immediately.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"mV0K9sxD3TWnZDcy","image":{},"name":"Undead Slayer","sort":22200000,"src":null,"system":{},"text":{"content":"<p>Anywhere undead prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching undead, but you go a step further. You study them, learn their weaknesses, and master the tools to end them quickly and cleanly. An undead slayer doesn't simply kill monsters; they become what even monsters fear. Leave it to others to be a shield-you become the blade that strikes evil at its heart. You can identify the common types of undead by sight. You drill and practice with the special gear necessary to destroy some of the more complicated undead, like vampires; train in their strengths and weaknesses; and learn how to create safe houses to stash your arsenal and hide from undead.</p>\n<p>Some undead slayers work at the behest of an organization to exterminate the undead of a particular region, but many act independently, or in a group of like‑minded adventurers. Were you called by a higher power? Are you on a personal quest for vengeance? Whatever the reason, you now walk a path that will take you to the vilest dens of rot and decay.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.pPA2YF6Dal0PClWA] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Religion</p>\n<hr />\n<p>Your training has prepared you to recognize most undead on sight. You become trained in two Lore skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the undead slayer archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.SmePERlF5BZl6cTo] Feat 4</h2>\n<p><strong>Prerequisites</strong> Undead Slayer Dedication</p>\n<p><strong>Trigger</strong> You fail a check to Treat a Disease that was inflicted by an undead (such as ghoul fever or mummy rot).</p>\n<hr />\n<p>Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.HVP3ZGIOlxlFy0ni] Feat 4</h2>\n<p><strong>Prerequisites</strong> Undead Slayer Dedication</p>\n<hr />\n<p>You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of <em>@UUID[Compendium.pf2e.spells-srd.EoKBlgf6Smt8opaU]</em>, using your Religion modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane Perception must succeed against either your Religion DC or the normal DC to find the sanctum, whichever is higher.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.MnqDDUekqd40HTZc] Feat 4</h2>\n<p><strong>Prerequisites</strong> Undead Slayer Dedication</p>\n<hr />\n<p>As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to negative damage equal to half your level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jr2LYiMvjnTNhfMM] Feat 4</h2>\n<p><strong>Prerequisites</strong> Undead Slayer Dedication</p>\n<hr />\n<p>You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them. Make a Strike against a creature you know is undead. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal one extra die of positive damage, with the same die size as the weapon or unarmed attack you used. Any further Strikes you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra positive damage equal to the number of weapon dice. As normal, the positive damage harms only undead and creatures with negative healing.</p>\n<p>If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.RCjMbLyRnG70R7cO] Feat 6</h2>\n<p><strong>Prerequisites</strong> Undead Slayer Dedication, trained in Intimidation</p>\n<hr />\n<p>Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] an undead target using your Religion modifier instead of your Intimidation modifier if it's higher. If you use your Religion modifier, the Demoralize action loses the emotion and mental traits, as your faith connects to the undead on an instinctual level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.HCoDbriaPwnurcNP] Feat 6</h2>\n<p><strong>Prerequisites</strong> Undead Slayer Dedication</p>\n<hr />\n<p>Whether it's wooden stakes, @UUID[Compendium.pf2e.equipment-srd.z9T4c1hXwOotsMCp], or more unusual tools, you always have just the right thing to handle an undead's unusual weaknesses and vulnerabilities. You gain the @UUID[Compendium.pf2e.feats-srd.bh2jHyyYrkLMsIdX] and @UUID[Compendium.pf2e.feats-srd.lHFz4MmebvPqTb0A] feats. When using Prescient Planner specifically to pull out an item you need to deal with an undead's weakness or vulnerability, you can pull out the item as a 2-action activity to remove your backpack (or similar container) and draw the item, rather than taking 1 minute.</p>\n<p>If you have the @UUID[Compendium.pf2e.feats-srd.HVP3ZGIOlxlFy0ni] feat, you keep your sanctum well stocked with the basics and can spend 1 hour in your sanctum refreshing your supplies in order to meet the requirements for Prescient Planner, even if you haven't been able to purchase goods.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5O6G488xu1p8ZHsS] Feat 8</h2>\n<p><strong>Prerequisites</strong> Slayer's Strike</p>\n<hr />\n<p>You carry scraps of materials dangerous to undead and can apply them to your weapon. When you use Slayer's Strike, before making the Strike, you can choose either the @UUID[Compendium.pf2e.equipment-srd.JQdwHECogcTzdd8R] property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra positive damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material.</p>\n<p>At 14th level, add adamantine and mithral to the list of materials you can choose from.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.qo6oKL8mE32hSjSC] Feat 10</h2>\n<p><strong>Prerequisites</strong> Frighten Undead</p>\n<hr />\n<p>Your very presence strikes fear into the undead. When you use Slayer's Identification and succeed at your check, you can Frighten Undead as a free action, targeting the creature you identified. Any time you get a critical success to Frighten Undead, if the target's level is lower than yours, the target is @UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D] for 1 round.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"nVfhX1aisz6jY8qf","image":{},"name":"Unexpected Sharpshooter","sort":22400000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>\"Oh would you look at that, there's a bunch of bullet holes around here... so that's what all the ruckus was about! Six... seven... eight of you, huh? Oh, but did you notice the northern finch over there in that tree a minute ago? Its nest is up there, but I think all those gunshots startled it. You think you could quiet down so maybe it'll come back\"<br />-Viri, gnome ornithologist, just before a series of strange accidents mysteriously took down a hardened bandit squad of eight former Alkenstar veterans.</p>\n<p>Some people say you must be the luckiest soul in all of Golarion to still be alive and kicking after all the dangers you've seen. Others say that, given the circumstances and the number of foes who you've defeated seemingly by accident, that there's no way you can really be as incompetent as you seem. These critics claim there has to be some kind of angle, some racket you're running. Either way, you sure don't look or act dangerous, except possibly to yourself.</p>\n<p>Somehow, despite your apparent clumsiness, professed confusion, and known propensity to incite calamity, you find yourself standing after every battle. The same can't often be said for your enemies. Funny how that works out, isn't it?</p>\n<section class=\"info\">\n<h4>Skilled or Lucky</h4>\n<p>Part of the fun of roleplaying an unexpected sharpshooter is the ambiguity and mystery of how your character achieves their surprising success. Your character at first seems like they bumble into their successes through sheer circumstance. However, when the circumstances pile up, others might start to suspect another possibility: perhaps your character is secretly so incredible that they not only achieve impressive results but do so in a way that hides their skill behind a veneer of lucky breaks. Ultimately, either could be true about your character, or some combination of both. You might decide the truth together with the GM as soon as you take this archetype or hold off until later to make that call. Because this archetype hints at hidden talent intentionally obfuscated, it offers a good choice for a character who's secretly more powerful or skilled than they seem or who must hide their abilities for some reason-perhaps associated with the plot of the campaign.</p>\n<p>If your inclination is to play a character who hides their abilities, consider training in the Deception skill and taking skill feats like Charming Liar and Confabulator that emphasize your character's crafty nature and skill at concealing their true intent.</p>\n<p>If you instead prefer to play a character who's legitimately a bit uncoordinated but abnormally lucky, you might choose to pursue actions that have a high chance of earning you a Hero Point. You could also consider taking abilities with the fortune or misfortune traits, such as Halfling Luck or Harbinger's Caw.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.lotpVdFhxNsNP0Ru] Feat 2</h2>\n<hr />\n<p><strong>Frequency</strong> once per day</p>\n<hr />\n<p>Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the @UUID[Compendium.pf2e.actionspf2e.FzZAYGib08aEq5P2] activity.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Xb8CyW9sYS27ElcC] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.lotpVdFhxNsNP0Ru]</p>\n<hr />\n<p><strong>Frequency</strong> once per day</p>\n<p><strong>Trigger</strong> A creature targets you with an attack, even if you aren't aware of it.</p>\n<hr />\n<p>Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... then at just the right moment you duck down to notice something scrawled on the cobblestone in chalk, a shiny coin, or some other coincidental distraction, creating an opportunity for the attack to miss. The attacker must roll the attack twice and use the worse result.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.LgpATqbuTIfB4o6G] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.lotpVdFhxNsNP0Ru]</p>\n<hr />\n<p>Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight-at least sometimes. You can choose to add the nonlethal trait to your ranged weapons, making the choice of whether to add the trait or not just before each Strike.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.KP5VugClDb7I8enS] Feat 7</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.lotpVdFhxNsNP0Ru]</p>\n<hr />\n<p><strong>Frequency</strong> once per round</p>\n<p><strong>Requirements</strong> Either you used Accidental Shot and hit your opponent with the Strike this turn, or you used Lucky Escape since your last turn and the triggering attack missed you.</p>\n<hr />\n<p>You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it's a good idea to oppose you in battle. Attempt to @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] either the foe you hit with Accidental Shot or the foe that missed you due to Lucky Escape. You use Deception instead of Intimidation to attempt the check to Demoralize.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.QQCxSQaX8UEZHfUz] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.lotpVdFhxNsNP0Ru]</p>\n<hr />\n<p>While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the Accidental Shot activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.nZK5oGakaSZcSOs1] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.lotpVdFhxNsNP0Ru]</p>\n<hr />\n<p>Your ability to narrowly evade danger defies all logic. You can use Lucky Escape once per hour instead of once per day.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.aVzkG1UhNjQr22pE] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.lotpVdFhxNsNP0Ru], <span style=\"font-family:var(--journal-serif);font-size:var(--font-size-14)\">trained in Deception</span></p>\n<hr />\n<p><strong>Frequency</strong> once per hour</p>\n<p><strong>Requirements</strong> Your previous action was a ranged weapon Strike that missed a foe within 60 feet.</p>\n<hr />\n<p>Somehow your stray bullet causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe's weapon away or they stumble over stray debris in an attempt to dodge your bullets. Roll a Deception check to attempt to @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731], @UUID[Compendium.pf2e.actionspf2e.ge56Lu1xXVFYUnLP], or @UUID[Compendium.pf2e.actionspf2e.Dt6B1slsBy8ipJu9] the foe you missed.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.nPwzElPvV29eM5as] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.lotpVdFhxNsNP0Ru]</p>\n<hr />\n<p><strong>Frequency</strong> once per 10 minutes</p>\n<hr />\n<p>You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire. Whatever the exact chain reaction, and no matter how improbable, the indiscriminate catastrophe creates significant challenges for your enemies across a wide area while leaving everyone else alone.</p>\n<p>Make a Strike with a ranged weapon, and if you hit, you can make another Strike at a target within 30 feet of the first target. If you hit the second target, attempt to Strike a third target within 30 feet of the second target, and so on, continuing until you miss a target. You can cease the chain at any point; otherwise, it ends when you first miss an attack. However, you can't target the same creature more than once; each time you move to a new target, it must be a target you haven't made a Strike against yet during this particular use of Chain Reaction.</p>\n<p>This damage is caused by some improbable set of events that injures one target after another, rather than from actually making several shots. Perhaps you shot at a tree branch that then fell on the targets, or one target's scream caused another to accidentally set off their gun and shoot themselves in the foot. This means that only the first target suffers any special effects tied to the bullet (if it was magical ammunition, for example), but each target you hit still takes the same damage dealt by your Strike. Normally, all damage is of the same damage type as the initial bullet. However, the GM might choose to change the damage type based on their description of the chain reaction. For example, if one target was burned by fire, that target might take fire damage instead of physical damage.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Q72YDLPh0urLfWPm","image":{},"name":"Vehicle Mechanic","sort":22600000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Uncommon</p>\n<hr />\n<p>You have always felt that vehicles are as much works of art as they are means of transportation. It doesn't matter if it's as common as a chariot or as complex as an airship, there's always some aspect of the vehicle you can improve upon. Pilots, drivers, and sailors alike value your expertise, and many seek you out to work on their vehicles. While you can make a great profit working on custom vehicles for wealthy clients, you still keep a vehicle of your own to tinker with as your personal passion project.</p>\n<p>You might be part of a vehicle mechanic union, working with other mechanics and engineers to find fair jobs and support each other's labor. While some vehicle mechanic unions are secular, many realize the benefits of organizing alongside a sympathetic religion, and so they typically adopt the ideals of economically-focused gods like Abadar or deities interested in crafting such as the goddess Brigh—the Whisper in Bronze—the goddess of invention. Whether religious or secular, vehicle mechanic unions take the bonds between fellow union members seriously. While this might mean your character becomes obligated to help a fellow union member who needs your help, it also means you have steadfast allies you can fall back on in your own time of need. In dire straits, such a connection can be worth its weight in gold.</p>\n<section class=\"info\">\n<h4>Unions</h4>\n<p>Vehicle mechanics typically ply their trade to those who need to keep their vehicles finely tuned. As in most other such trades, some vehicle mechanics form unions to keep business practices fair and to protect each other from predatory employers. The Absalom Shipwright's Union is the largest union for vehicle mechanics in Absalom, with over a thousand builders, carpenters, and engineers among its membership. Almenia Oarstone (LG female dwarf shipwright) is the current leader of the union, having been a member for more than 60 years. It is said that you can count on one hand the number of ships that have docked in Absalom on which she has never worked. The Shipwright's Union manages shipbuilding and repairs in both the Devil's Own and the Sea King Shipyard, and sometimes dispatches members to handle jobs that need doing at the Docks.</p>\n</section>\n<section class=\"info\">\n<h4>Using Vehicles</h4>\n<p>The vehicle mechanic plays best in a campaign where the PCs adventure together in one shared vehicle that the mechanic can enhance, such as in a pirate campaign on a single vessel. In this way, the vehicle mechanic archetype pairs excellently with a PC who has chosen the trick driver archetype. Vehicles are an element you should consider carefully before deciding to include, even in a guns and gears campaign. Vehicles are relatively complicated and can move very fast, which may make mapping encounters quite difficult. They can also move characters too far from the fight for other participants to respond. Think carefully before deciding whether to include the vehicle mechanic archetype, and make sure that vehicle use is right for your campaign's style and encounter area size.</p>\n</section>\n<h2>@UUID[Compendium.pf2e.feats-srd.fL5lO5Odp7iJPkan] Feat 2</h2>\n<p><strong>Prerequisites</strong> Intelligence 14, trained in Crafting</p>\n<hr />\n<p>You are adept at designing and maintaining mechanical vehicles, and you lavish your attention and ingenuity on one vehicle in particular. You become an expert in Crafting, and you choose one vehicle you own-or your party owns collectively-to be your signature vehicle: the vehicle you spend time customizing to grant it various advantages. You can spend 1 week of downtime with a new vehicle to designate it as your signature vehicle instead. Due to your amazing customizations and adjustments, pilots gain a +1 circumstance bonus to any piloting checks they make to control your signature vehicle. If you are a master in Crafting, this bonus increases to +2.</p>\n<p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the mechanic archetype.</p>\n<h2>Engine Bay Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fL5lO5Odp7iJPkan], expert in Crafting</p>\n<hr />\n<p>You are practiced at working in vast garages of vehicles and can work on many machines at a time. When Repairing and spending the full 10 minutes, you can fix up to two objects. If you are a master in Crafting, you can fix up to four targets. If you're legendary in Crafting, you can fix up to eight targets. This feat has no effect when using Quick Repair or another ability to reduce the time spent Repairing.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.XgMV11C8W72SX9Yg] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fL5lO5Odp7iJPkan]</p>\n<hr />\n<p>You can patch up damage to an object with a quick fix. You gain the @UUID[Compendium.pf2e.feats-srd.xT593tHyPkumPuzz] general feat. When you use Improvised Repair, you can attempt a Crafting check with the same DC as Repair. If you succeed, you can use the object as a normal object of its type until it takes damage rather than as a shoddy object of its type.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.NIaNTFlPwi2ng1rZ] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fL5lO5Odp7iJPkan]</p>\n<hr />\n<p>By experimenting with the effects of momentum gained from your signature vehicle's movement, you have learned to get more from propulsion than just speed when the pilot pushes the vehicle to its limit. Each time the pilot Drives your signature vehicle as a 2- or 3-action activity and succeeds at the Piloting check, the vehicle produces an additional effect, depending on its method of propulsion. If your signature vehicle has more than one propulsion method, the pilot can select which benefit to gain each time they succeed at the Piloting check to Drive the vehicle as a 2- or 3-action activity.</p>\n<p><strong>Alchemical</strong> The caustic runoff from the alchemical engines is now weaponized. Creatures adjacent to your signature vehicle when it begins its movement take acid damage equal to your level.</p>\n<p><strong>Clockwork</strong> More resilient gears allow the vehicle to remain functional, even when damaged. If your signature vehicle is broken, it does not need to make the flat check to avoid losing operating time.</p>\n<p><strong>Magical</strong> The residual magic from your signature vehicle interferes with hostile spells. Pilots, crew, and passengers of the vehicle gain a +1 circumstance bonus to saving throws against spells until the start of the pilot's next turn.</p>\n<p><strong>Pulled</strong> You have eased the amount of effort needed for those pulling your signature vehicle to move it. The vehicle gains a +10 circumstance bonus to its Speed.</p>\n<p><strong>Rowed</strong> Reinforced ports protect the rowers below decks from harm. Rowers of your signature vehicle who are below decks have greater cover from attacks from outside the vehicle and are not damaged when the vehicle takes collision damage.</p>\n<p><strong>Steam</strong> The outlet of steam forms a cloud around the vehicle as it moves. For the duration of its movement, your signature vehicle is concealed.</p>\n<p><strong>Wind</strong> The draft of the wind helps the vehicle turn. During this movement, your signature vehicle can turn normally, rather than needing to move in a straight line as normal for a 2- or 3-action Drive.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ucmJ2Z5VXUtCiE3q] Feat 7</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fL5lO5Odp7iJPkan], master in Crafting</p>\n<hr />\n<p>By reducing redundant systems and streamlining essential functions, you have made it easier for the vehicle to operate with fewer crew. Reduce the number of crew required to operate your signature vehicle by 25%. For example, you would reduce a sailing ship from needing 1 pilot and 8 crew to 1 pilot and 6 crew. This adjustment only affects the number of crew needed to operate the vehicle; it doesn't reduce the vehicle's need for a pilot.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.FNW66GfWXaiBSexb] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fL5lO5Odp7iJPkan]</p>\n<hr />\n<p>From armor plating and flexible components, to reinforced materials and backup redundant functionality, you have built safeguards to protect your vehicle from the rigors of combat. Your signature vehicle gains a +1 circumstance bonus to AC and Fortitude saves, and increases its Hit Points by an amount equal to twice your level.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.v22FQuw17Dlr1b3x] Feat 18</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.fL5lO5Odp7iJPkan]</p>\n<hr />\n<p>With superior engineering and magical application, you have freed your signature vehicle from the bonds of gravity, allowing it to soar through the sky like a dragon. The vehicle gains magical propulsion and a fly Speed equal to its fastest current Speed. If your signature vehicle already had a fly Speed, reduce the distance the vehicle needs to make a 90-degree turn to half the usual length (typically half the length of the vehicle).</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"rtAFOZOjWHC2zRNO","image":{},"name":"Vigilante","sort":22800000,"src":null,"system":{},"text":{"content":"<p>As a vigilante, you have two faces: a public persona, and a secret identity that lets you hide your extralegal actions from polite society. Your secret identity lets you adventure and carry out clandestine missions while keeping the civilians you care about safe. Whatever your purpose- fighting crime, inciting rebellion, sowing chaos-your vigilante identity makes you both hard to pin down and a mysterious, intriguing subject of gossip.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.qFt6zyWVX1njJf1l]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.uqIiSDbv80TbRwTQ] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Deception</p>\n<hr />\n<p>You have two identities, each with its own name, alignment, and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people, and as such, your two identities can be at most one alignment step from each other (for instance, you could be neutral in one identity and neutral evil in the other, but not chaotic evil in the other). If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don't have to attempt a Deception check to interact with someone to conceal your other identity-a check happens only if someone else specifically tries to uncover your other identity.</p>\n<p>Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities.</p>\n<p>Your two identities are completely distinct. You have your current identity's alignment for effects that rely on alignment, though you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both of your identities qualify. Checks to Recall Knowledge about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity, such as the detect alignment spell, work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist.</p>\n<p>To maintain the separation between your identities, some of your abilities have one of two traits: social or vigilante. You can use social feats only while in your social identity. Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity risks exposing you as a vigilante. This means that if you were particularly meek or inconspicuous before you took this feat, your identity could be at greater risk of exposure. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can otherwise use both social and vigilante abilities in either identity unless they rely on your identity being a secret. You can use feats that don't have either trait regardless of your current identity.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Vigilante archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.K3Au5071pfvNwGob] Feat 4</h2>\n<p><strong>Prerequisites</strong> expert in Arcana, Nature, Occultism, or Religion; Vigilante Dedication</p>\n<hr />\n<p>You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. A spellcaster using detect magic or read aura must succeed at a Perception check against your Deception DC to see through your obfuscations.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.rAbfuZ1mc3lUYH41] Feat 4</h2>\n<p><strong>Prerequisites</strong> animal companion or familiar, expert in Deception, Vigilante Dedication</p>\n<hr />\n<p>When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion you gained from a class feature. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.vKzAIJuyr9SU2JzU] Feat 4</h2>\n<p><strong>Prerequisites</strong> Vigilante Dedication</p>\n<hr />\n<p>You establish a safe house-a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of a 10-foot cube. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of nondetection, using your Deception modifier for the counteract DC and half your level rounded up for the counteract level. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in Deception, eight cubes if you're a master, and 16 cubes if you're legendary.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.rNPeOwFZE5Ma18JJ] Feat 4</h2>\n<p><strong>Prerequisites</strong> Vigilante Dedication</p>\n<hr />\n<p>You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity and gain the social trait-for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.qg8TlLJRgvjzW9YK]{Startling Appearance} Feat 6</h2>\n<p><strong>Prerequisites</strong> Vigilante Dedication</p>\n<p><strong>Requirements</strong> You are completely unnoticed by the target creature.</p>\n<hr />\n<p>You can startle foes who are unaware of your presence. Make a Strike against your target. That creature is flat-footed against this Strike, as normal. If your Strike hits, the target remains flat-footed for the rest of your turn and is frightened 1 (frightened 2 on a critical hit).</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.v1PtAazmEFhTp6fZ] Feat 7</h2>\n<p><strong>Prerequisites</strong> master in Deception, Vigilante Dedication</p>\n<hr />\n<p>You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in Deception, you can perform this change as a 1-action activity.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.oXoQ9wwOmDe0hwbU] Feat 7</h2>\n<p><strong>Prerequisites</strong> master in Deception, Vigilante Dedication</p>\n<hr />\n<p>Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can say it even under effects like zone of truth that force you to speak the truth.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.jZalt2bFGjK8XXcP] Feat 8</h2>\n<p><strong>Prerequisites</strong> master in Deception, Vigilante Dedication</p>\n<hr />\n<p>You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual-rather, you become a nondescript member of your ancestry, of any gender, with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against your Deception DC. You can't use either social abilities or vigilante abilities while in this identity.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Ano4tRq88V39eyPq] Feat 12</h2>\n<p><strong>Prerequisites</strong> expert in Intimidation, Startling Appearance</p>\n<hr />\n<p>Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to Demoralize each opponent within 10 feet to whom you were unnoticed before your Strike.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.EwCDbWg8yPxDWF4a] Feat 16</h2>\n<p><strong>Prerequisites</strong> Startling Appearance</p>\n<hr />\n<p>Your sudden appearance leaves your foe unable to respond. When you use Startling Appearance, if your foe's level is equal to or lower than yours, they are also stunned 1 on a hit, or stunned 2 on a critical hit.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"2CbiV0VtDKZfQNte","image":{},"name":"Viking","sort":23000000,"src":null,"system":{},"text":{"content":"<p>To go 'viking' is to raid by sea, and thus vikings have spread far and wide. Some have even settled in the very communities they once raided. Vikings traditionally travel in longboats; a score of these warriors might live aboard their ship for days at a time, sailing the seas (or, as they call it, the 'whale-road') to ambush coastal communities. Once they arrive at a settlement, they charge ashore, plundering all they can find and slaying anyone foolish enough to get in their way. The ferocity of viking raids is legendary.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.w8Ycgeq2zfyshtoS]; 6th @UUID[Compendium.pf2e.feats-srd.tHqlcgcxHXzqLHPZ]; 10th @UUID[Compendium.pf2e.feats-srd.pRqcm5P2ZFihSpVI]</p><h2>@UUID[Compendium.pf2e.feats-srd.JuEUNrvsxOYdXeYL] Feat 2</h2><p><strong>Prerequisites</strong> trained in Athletics</p><hr /><p>Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You're trained in Sailing Lore. When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water, such as in bogs or on beaches. In addition, if you roll a success for your Athletics check to Swim, you get a critical success instead.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Viking archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.9KvsO72JJ3pfkG4U] Feat 4</h2><p><strong>Prerequisites</strong> Viking Dedication</p><hr /><p>You make a ranged Strike with a thrown weapon you already have in your hand, Stride, and then Interact to draw another weapon. If you are raging, you can add the additional damage with melee weapons you receive from raging to your damage with the thrown weapon.</p><h2>@UUID[Compendium.pf2e.feats-srd.j9Rp4fOZIxizyvYy] Feat 4</h2><p><strong>Prerequisites</strong> Viking Dedication</p><hr /><p>From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle. Now, you can raid proudly alongside your fellows. You are trained with the battle axe, hatchet, longsword, and shortsword. In addition, you gain the Shield Block reaction.</p><h2>@UUID[Compendium.pf2e.feats-srd.rS8uNb0C5GBHnKHH] Feat 6</h2><p><strong>Prerequisites</strong> Viking Weapon Familiarity</p><hr /><p>You are even more skilled in the weapons of your people. You gain the critical specialization effects of the battle axe, hatchet, longsword, and shortsword. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in the above four weapons.</p><h2>@UUID[Compendium.pf2e.feats-srd.g8ZMeg1YFg9WZj3I] Feat 6</h2><p><strong>Prerequisites</strong> Viking Dedication</p><p><strong>Trigger</strong> Your Shield Block causes your shield to break or be destroyed.</p><hr /><p>You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You can Interact to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield-for example, a table or chair- you can Interact to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the Raise a Shield action, as normal.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"HDTW0vr8QL20M5ND","image":{},"name":"Weapon Improviser","sort":23200000,"src":null,"system":{},"text":{"content":"<p>As far as you're concerned, the best weapon to wield is the one that your opponents never see coming. By knowing how to fight effectively with whatever's at hand, you ensure that you're never caught unarmed, and you often get the drop on opponents who mistakenly think they've caught you off guard.</p>\n<p>Whether you're smashing someone over the head with a bar stool, tossing a mug of ale in their face to blind them, or stabbing your foes with a broken bottle, you can find weapons anywhere and employ them creatively whenever a fight breaks out. Because you fight with disposable weapons, you don't need to be as careful with your weapons as other warriors do, and you can break them when needed to win a fight without feeling any regrets later.</p>\n<p><strong>IMPROVISED WEAPON IDEAS</strong></p>\n<p><span style=\"text-decoration:underline\">Cavern</span>: broken stalagmites, large mushrooms, old bones</p>\n<p><span style=\"text-decoration:underline\">Docks</span>: barrel, crate, hook</p>\n<p><span style=\"text-decoration:underline\">Forest</span>: branch, needles or thorns</p>\n<p><span style=\"text-decoration:underline\">Market</span>: box, fruit, scale, sign</p>\n<p><span style=\"text-decoration:underline\">Noble Court</span>: gavel, goblet, quill, lectern</p>\n<p><span style=\"text-decoration:underline\">Tavern</span>: bottle, mug, serving tray, stool</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.MndcBMz6I7e6SRqx] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in all martial weapons</p>\n<hr />\n<p>You don't take the normal -2 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Weapon Improviser archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.FSxugo3zTgRhW7Og] Feat 4</h2>\n<p><strong>Prerequisites</strong> Weapon Improviser Dedication</p>\n<p><strong>Requirements</strong> You are wielding an improvised weapon.</p>\n<hr />\n<p>You make a Strike with your wielded improvised weapon. You gain a +1 item bonus to the attack roll, and the Strike deals two weapon damage dice if it would have dealt fewer. If the attack is a critical hit, in addition to the effect of the critical hit, the improvised weapon breaks. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, the item doesn't break and the attack is a hit instead of a critical hit.</p>\n<p>At 12th level, your item bonus to the attack roll increases to +2 instead of +1, and at 16th level, the Strike deals three weapon damage dice if it would have dealt fewer, instead of two.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.04RgXKFVC2A6Ryn6] Feat 4</h2>\n<p><strong>Prerequisites</strong> Weapon Improviser Dedication</p>\n<hr />\n<p>Whenever you make a Strike with an improvised weapon against a creature that hasn't seen you make a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is flat-footed against you for that Strike.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.YDpSnLmnSLsItP45] Feat 8</h2>\n<p><strong>Prerequisites</strong> Weapon Improviser Dedication</p>\n<hr />\n<p>You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UcIyf7bTDf6RwydU] Feat 8</h2>\n<p><strong>Prerequisites</strong> Weapon Improviser Dedication</p>\n<hr />\n<p>You quickly snatch up whatever's nearby and then attack with it as an improvised weapon. You Interact to pick up a nearby object you could use as an improvised weapon. It must be located at around your chest level, such as a mug on a table, rather than an object on the floor. You then either Strike or make an Improvised Pummel with the improvised weapon.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.B7VMXObJSNVI0ZGJ] Feat 10</h2>\n<p><strong>Prerequisites</strong> Improvised Pummel</p>\n<p><strong>Trigger</strong> An improvised weapon that you are wielding becomes broken as a result of a critical success on an Improvised Pummel.</p>\n<hr />\n<p>The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"zj9z2BwVX6TLHdx3","image":{},"name":"Wellspring Mage (Class Archetype)","sort":23400000,"src":null,"system":{},"text":{"content":"<p><strong>Rarity</strong> Rare</p>\n<hr />\n<p>The source of your magic buckles against your control, always pressing to be released.</p>\n<p><strong>Additional Feats</strong> 8th @UUID[Compendium.pf2e.feats-srd.yUpZcrQHrz4mflKQ], @UUID[Compendium.pf2e.feats-srd.zwEaXGKqnlBTllfE]; 10th @UUID[Compendium.pf2e.feats-srd.YV4X9u5Yuf0xvoCh]; 16th @UUID[Compendium.pf2e.feats-srd.DSmYJvCHMvZCP0aD]; 18th @UUID[Compendium.pf2e.feats-srd.NvEYf0jIETEu2LtP]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.Zyb3RMGyhsKfTjEG] Feat 2</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.classfeatures.mRvyq7G0rqRP1EAr]</p>\n<hr />\n<p>There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you gain two other feats from the wellspring mage archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.7nnEtLdUKmDljdhm] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.Zyb3RMGyhsKfTjEG]</p>\n<hr />\n<p>When you generate a wellspring surge, roll twice on the Wellspring Surges table and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.TCLDccG80M5GeqGw] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.Zyb3RMGyhsKfTjEG]</p>\n<hr />\n<p><strong>Frequency</strong> once per 10 minutes</p>\n<p><strong>Trigger</strong> An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect.</p>\n<hr />\n<p>Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.aWHOcGLA7AhX4xpm] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.Zyb3RMGyhsKfTjEG]</p>\n<hr />\n<p><strong>Trigger</strong> A creature you can see Casts a Spell.</p>\n<p><strong>Requirements</strong> You have an unexpended spell slot and can see the triggering spell's manifestations.</p>\n<hr />\n<p>You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a -2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a -5 penalty if it was cast using a different tradition.</p>\n<p>If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you.</p>\n<p><strong>Special</strong> This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"eNTStXeuABNPSLjw","image":{},"name":"Witch","sort":23600000,"src":null,"system":{},"text":{"content":"<p>You have heard the whispers of a distant patron, who sent an emissary to teach you powerful magic.</p><h2>@UUID[Compendium.pf2e.feats-srd.y0vdu6DGhKKElmE6] Feat 2</h2><p><strong>Prerequisites</strong> Intelligence 14</p><hr /><p>You cast spells like a witch. Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the witch archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.nU5Pow4HMzoDHa8Z] Feat 4</h2><p><strong>Prerequisites</strong> Witch Dedication</p><hr /><p>You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the witch archetype, add two common spells of that level to your familiar.</p><h2>@UUID[Compendium.pf2e.feats-srd.geESDWQVvwScyPph] Feat 4</h2><p><strong>Prerequisites</strong> Witch Dedication</p><hr /><p>You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer has one less familiar ability than normal.</p><h2>@UUID[Compendium.pf2e.feats-srd.pIG5hWjZtzZJ3VOZ] Feat 6</h2><p><strong>Prerequisites</strong> Basic Witchcraft</p><hr /><p>You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level.</p><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another witch feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.Wz0LLKjEi8GfKloV] Feat 8</h2><p><strong>Prerequisites</strong> Basic Witch Spellcasting</p><hr /><p>You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell level other than your two highest spell levels.</p><h2>@UUID[Compendium.pf2e.feats-srd.x7vMKBSrxXmfs5C2] Feat 12</h2><p><strong>Prerequisites</strong> Basic Witch Spellcasting, master in the skill associated with your patron's tradition</p><hr /><p>You gain the expert spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.i7ibUqJCl1GXRFEa] Feat 18</h2><p><strong>Prerequisites</strong> Expert Witch Spellcasting, legendary in the skill associated with your patron's tradition</p><hr /><p>You gain the master spellcasting benefits.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"drgCQcXZbIJU0Zhw","image":{},"name":"Wrestler","sort":23800000,"src":null,"system":{},"text":{"content":"<p>Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life.</p>\n<p>The wrestling tradition is common all over Golarion. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the somatic components of their spells while grabbed.</p>\n<p>Wrestlers have storied traditions in the Hold of Belkzen, where orcs use specialized grappling techniques to subdue the large animals they ride as mounts. Orcs prefer wrestling these creatures partially to minimize harm to them, but also because they believe that the process of subduing the creature creates a stronger bond between mount and rider.</p>\n<p>Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan wrestlers focus on grappling techniques to make sure they're never left without a means to fight on the battlefield, even if their weapons are destroyed. Arcadian wrestlers engage in matches designed to retell stories of ancient gods. These matches feature impressive acrobatic feats as well as highly technical grappling maneuvers.</p>\n<p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.dF1HR6TqyMz03o6F], @UUID[Compendium.pf2e.feats-srd.hGjmbTNBUiJqYvsE], @UUID[Compendium.pf2e.feats-srd.mWCiu9Hl1WxajSLa]; 8th @UUID[Compendium.pf2e.feats-srd.w0nSRBNwexM5Dh0D]</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J] Feat 2</h2>\n<p><strong>Prerequisites</strong> trained in Athletics, unarmed attacks, and unarmored defense</p>\n<hr />\n<p>Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. You become an expert in Athletics and gain the Titan Wrestler skill feat. You don't take the -2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to Grapple you or Swallow you Whole.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the wrestler archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.W7IfFi6MkTDfO2hb] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<p><strong>Trigger</strong> A creature gives you the @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM] condition.</p>\n<hr />\n<p>Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an Athletics check to Escape the triggering condition. You gain a +2 circumstance bonus to this check.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.hENWnoZNljeJnZBR] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<p><strong>Requirements</strong> You have a creature @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM].</p>\n<hr />\n<p>You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects.</p>\n<hr />\n<p><strong>Critical Success</strong> You knock one held item out of the creature's grasp. It falls to the ground in the creature's space.</p>\n<p><strong>Success</strong> You weaken your opponent's grasp on one held item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a -2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.9yko78REsaw7i2gr] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<p><strong>Requirements</strong> You have a creature @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM].</p>\n<hr />\n<p>Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained; on a success, the target lands @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60], and on a critical success, the target lands prone and takes an additional [[/r 2d6[bludgeoning]]] damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.74PGpEAVNS5xUDA3] Feat 6</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<p><strong>Trigger</strong> A creature you had @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM] successfully Escapes.</p>\n<hr />\n<p>Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.A981119DMdqE9Pg1] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<p>You charge toward your opponent, throwing your body at them in a vicious tackle. Stride up to your Speed and then make an unarmed melee Strike. If you hit, you can attempt to Shove the target.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.lMA3F9SGzGV79P5C] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<p><strong>Requirements</strong> You have a creature @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM].</p>\n<hr />\n<p>You twist and squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can't vocalize above a hoarse whisper, and it must succeed at a @Check[type:flat|dc:10|showDC:owner] check or lose any action that requires speech, For an action requiring speech that is also a manipulate action, like Casting a Spell with somatic and verbal components, the target just rolls a single @Check[type:flat|dc:10|showDC:owner] check, rather than an additional @Check[type:flat|dc:5|showDC:owner] check for being grabbed.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ZXaDS4OJvsQYvhBZ] Feat 8</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<p><strong>Requirements</strong> You have a creature @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM].</p>\n<hr />\n<p>Your iron grip slowly saps your opponent's strength. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 2} until the end of its next turn and @UUID[Compendium.pf2e.conditionitems.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 minute.</p>\n<p><strong>Success</strong> The target is enfeebled 1 until the end of its next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UEqntGzFrFA7ncUO] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<p><strong>Requirements</strong> You have a creature @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM].</p>\n<hr />\n<p>Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike deals [[/r 1d6[additional]]] damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure.</p>\n<p><strong>Success</strong> The target lands @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60].</p>\n<p><strong>Failure</strong> You lose your grip on the target, and it is no longer grabbed or restrained by you.</p>\n<p><strong>Critical Failure</strong> You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.gxzTEt37M0z1WY1M] Feat 10</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<p><strong>Requirements</strong> You have a creature @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM].</p>\n<hr />\n<p>You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects.</p>\n<hr />\n<p><strong>Critical Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 2} until the end of its next turn and @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1} for 1 minute.</p>\n<p><strong>Success</strong> The target is clumsy 1 until the end of its next turn.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UxjAszOYAhUvCDt2] Feat 12</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<hr />\n<p>Your grasp has a supernatural quality to it, preventing your foes from easily escaping-with or without magical assistance. If a creature you have @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] attempts to use a teleportation spell or effect, it must succeed at a @Check[type:flat|dc:15|showDC:owner] check or the spell fails. If a creature you have grabbed attempts to Escape while under the effect of freedom of movement, it must succeed at a @Check[type:flat|dc:15|showDC:owner] check or be forced to roll the Escape attempt normally, rather than automatically succeeding.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.0EY2WQC3Hb6Mitgz] Feat 14</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.5npovgLMUlvtot2J]</p>\n<p><strong>Requirements</strong> You have a creature @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM].</p>\n<hr />\n<p>Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an Athletics check to counteract a polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"KORSADviZaSccs2W","image":{},"name":"Zephyr Guard","sort":24000000,"src":null,"system":{},"text":{"content":"<p>You are one of the Zephyr Guard, professional soldiers who protect Katapesh from military threats, economic sabotage, and elite thieves.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.UyyrFtPWOo0qvXOv] Feat 2</h2>\n<p>As a Zephyr Guard, you're always vigilant against crime and threats to the city's safety. You gain a +1 circumstance bonus to Perception checks against attempts to Palm an Object, Steal, or Conceal an Object (including you're Seeking concealed objects). You become trained in Society and Katapesh Lore; if you were already trained, you become an expert instead.</p>\n<p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Zephyr Guard archetype.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.9lyFxaoZjF1ZjVN9] Feat 3</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.UyyrFtPWOo0qvXOv]</p>\n<hr />\n<p>You become trained in your choice of Guild Lore, Legal Lore, Mercantile Lore, or Underworld Lore. You gain a +1 circumstance bonus to Diplomacy checks to Gather Information and to checks made to investigate crimes.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.4HHw2DjTxdv1jBZd] Feat 4</h2>\n<p><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.UyyrFtPWOo0qvXOv], trained in Intimidation</p>\n<hr />\n<p>When you attempt to Demoralize, you can make it harder for the target to flee, in place of the action's normal effects.</p>\n<div><strong>Critical Success</strong> For 1 round, the target takes a -10-foot status penalty to Speed and a -4 status penalty to Stealth.</div>\n<div><strong>Success</strong> For 1 round, the target takes a -5-foot status penalty to Speed and a -2 status penalty to Stealth.</div>\n<h2>@UUID[Compendium.pf2e.feats-srd.9E1FLGp4CNBEwiZE] Feat 6</h2>\n<div><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.UyyrFtPWOo0qvXOv], trained in Athletics</div>\n<hr />\n<p>When you succeed, but don't critically succeed, at a check to Disarm a creature, your circumstance bonus to further checks to Disarm that creature is +4 instead of +2. Other creatures gain only the normal bonus.</p>\n<p>When you critically succeed at a Disarm check, you can immediately Demoralize your target as a reaction.</p>\n<h2>@UUID[Compendium.pf2e.feats-srd.ZyQYP7i26DWhMNux] Feat 8</h2>\n<div><strong>Prerequisites</strong> @UUID[Compendium.pf2e.feats-srd.UyyrFtPWOo0qvXOv], expert in Perception</div>\n<hr />\n<p>You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers. Choose a creature within 30 feet who you're aware of, and attempt a Perception check against that target's Will DC. If you succeed, you size up their fighting style, gaining a +1 circumstance bonus to AC and saving throws against that creature's attacks (or a +2 circumstance bonus for a critical success). These benefits last until the end of your next turn.</p>","format":1},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ZewC2i5YdZPsWO8X","image":{},"name":"Mummy","sort":14100000,"src":null,"system":{},"text":{"content":"<h1>Mummy</h1><p>Mummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy - one capable of both motion and thought - is another thing altogether.</p><p>Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects.</p><p>The horrifically painful living mummification process must be performed by others - usually a team of well-trained necromancers, priests, or ritualists - upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject's internal organs.</p><p>Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by negative energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing.</p><p>Mummies are most commonly found in Geb and Osirion, as well as the surrounding nations of Thuvia, Katapesh, and Qadira. They have a foothold in the Gravelands, the Realm of the Mammoth Lords, and the Mwangi Expanse, particularly around Mzali. Outside the Inner Sea, mummies are found in Vudra and Arcadia, particularly in places once ruled by the Razatlani empire.</p><h2>@UUID[Compendium.pf2e.feats-srd.IUmN2WC55LxPNSBB] Feat 2</h2><p><strong>Prerequisites</strong> you are dead and were mummified (by natural or ritualistic means)</p><hr /><p>Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the mummy and undead traits, as well as @UUID[Compendium.pf2e.ancestryfeatures.SAbzItAI4uwbdnQk].</p><p>Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the @UUID[Compendium.pf2e.feats-srd.AmP0qu7c5dlBSath] feat, but also fire weakness equal to half your level.</p><p>Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to 1d6 instead of 1d4, and your fist loses the nonlethal trait.</p><p>Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the mummy archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.fGBb3VsJwf7osKaL] Feat 4</h2><p><strong>Prerequisites</strong> Mummy Dedication</p><hr /><p>Your connection to your bound terrain strengthens, making you unhindered by local weather. When in your bound terrain, you ignore the effects of non-magical difficult terrain. In addition, your experience from your bound terrain lets you ignore circumstance penalties to visual Perception checks and ignore concealment caused by certain environmental effects. The types you ignore depend on your bound terrain.</p><ul><li><strong>Arctic</strong> Ice or snow</li><li><strong>Desert</strong> Dust or sand</li><li><strong>Mountain</strong> Clouds or mist</li><li><strong>Swamp</strong> Rain or murky water</li></ul><h2>@UUID[Compendium.pf2e.feats-srd.p4OllLWJ2rV4sjxe] Feat 4</h2><p><strong>Prerequisites</strong> Mummy Dedication</p><p><strong>Trigger</strong> You deal damage to a living creature with your fist Strike or with @UUID[Compendium.pf2e.feats-srd.MrBHGo9nmzcVii3k].</p><hr /><p>You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of <em>@UUID[Compendium.pf2e.spells-srd.i35dpZFI7jZcRoBo]</em>, except you can appear only as yourself while you were a living humanoid.</p><h2>@UUID[Compendium.pf2e.feats-srd.KWZqHwI82ae8fMML] Feat 6</h2><p><strong>Prerequisites</strong> Mummy Dedication</p><hr /><p>Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification. You gain the @UUID[Compendium.pf2e.ancestryfeatures.YGk41WV42aTM7CQV].</p><p>In addition, you gain resistance equal to half your level against any damage you'd take from your bound terrain, including its dangerous temperatures, weather, hazardous terrain, and environmental hazards.</p><h2>@UUID[Compendium.pf2e.feats-srd.uBOToHKQJr5JBEsg] Feat 6</h2><p><strong>Prerequisites</strong> Mummy Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a @Template[type:emanation|distance:30] lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 2} on a critical failure). A creature that succeeds at the save is temporarily immune to Mummy's Despair for 10 minutes.</p><h2>@UUID[Compendium.pf2e.feats-srd.5Pj6pQ7N1qXCQLal] Feat 8</h2><p><strong>Prerequisites</strong> Mummy Dedication</p><hr /><p><strong>Trigger</strong> You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist Strike, negative energy binds to it; this is a curse and a disease. The creature takes 2d6 persistent negative damage. While the creature has this persistent damage, it's also @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]{Stupefied 1}. The persistent damage increases to 3d6 at 14th level and 4d6 at 20th level. This is a critical specialization effect.</p><h2>@UUID[Compendium.pf2e.feats-srd.nAVLB5MLYWUu8N71] Feat 8</h2><p><strong>Prerequisites</strong> Mummy Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create - typically earth for sand and water for rain, snow, or clouds. You become @UUID[Compendium.pf2e.conditionitems.DmAIPqOBomZ7H95W] for 1 minute. You can't use this concealment to Hide or Sneak, as normal for concealment that makes your position obvious.</p><h2>@UUID[Compendium.pf2e.feats-srd.AMgTG6TwfoNmseWm] Feat 10</h2><p><strong>Prerequisites</strong> Accursed Touch</p><hr /><p>You've learned to channel your curse through weapons you wield instead of solely through your flesh. The benefits of Accursed Touch apply to any melee weapon you wield instead of only your fist Strikes.</p><h2>@UUID[Compendium.pf2e.feats-srd.muyEI60L0FmCHuWb] Feat 10</h2><p><strong>Prerequisites</strong> Mummy Dedication; expert in Athletics</p><p><strong>Trigger</strong> Your Strike deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you.</p><hr /><p>Some of your wrappings come loose to ensnare a creature you recently damaged. You attempt to @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD] the creature you damaged.</p><h2>@UUID[Compendium.pf2e.feats-srd.phFRWFgeHdBzio2V] Feat 10</h2><p><strong>Prerequisites</strong> Mummy Dedication</p><p><strong>Frequency</strong> once per day</p><hr /><p>You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the <em>@UUID[Compendium.pf2e.spells-srd.V8wXOsoejQhe6CyG]</em> spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits.</p><ul><li><strong>Arctic</strong> Snow (water)</li><li><strong>Desert</strong> Sand (earth)</li><li><strong>Mountain</strong> Cloud (water)</li><li><strong>Swamp</strong> Mud (earth, water)</li></ul><h2>@UUID[Compendium.pf2e.feats-srd.MrBHGo9nmzcVii3k] Feat 12</h2><p><strong>Prerequisites</strong> Mummy Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a @Template[type:cone|distance:30] take 6d8 negative damage, with a basic Reflex save against your class DC. A creature that critically fails this saving throw is also @UUID[Compendium.pf2e.conditionitems.4D2KBtexWXa6oUMR]{Drained 1}. As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level.</p><p>At 14th level and every 2 levels thereafter, the damage increases by 1d8.</p><h2>@UUID[Compendium.pf2e.feats-srd.O0QrBJfiMCTR0n0z] Feat 12</h2><p><strong>Prerequisites</strong> Mummy's Despair</p><hr /><p>You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is @UUID[Compendium.pf2e.conditionitems.6uEgoh53GbXuHpTF] for 1 round instead of frightened 2. Mummy's Despair gains the incapacitation trait.</p>","format":1,"markdown":""},"title":{"level":1,"show":false},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ttkG4geKXTao5pku","image":{},"name":"Alkenstar Agent","sort":500000,"src":null,"system":{},"text":{"content":"<p>Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and informants for the leader of Alkenstar, Grand Duchess Trietta Ricia.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.eww9tuiXPnZFZ3DU], @UUID[Compendium.pf2e.feats-srd.qFt6zyWVX1njJf1l]; 6th @UUID[Compendium.pf2e.feats-srd.VVsYBmVi2E1u9E5Z], @UUID[Compendium.pf2e.feats-srd.meQJfsKVar9tm6c9]; 10th @UUID[Compendium.pf2e.feats-srd.0UdHPOv3DX8TY9yb]; 18th @UUID[Compendium.pf2e.feats-srd.9zH7IOsmhRBEqXAV]</p><h2>@UUID[Compendium.pf2e.feats-srd.8qawcaQAZMD7pC6Y] Feat 2</h2><p><strong>Prerequisites</strong> trained in Deception and at least one firearm</p><p><strong>Access</strong> You have been initiated by the grand duchess of Alkenstar or one of her agents.</p><hr /><p>You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in Deception and trained in your choice of Underworld Lore or Legal Lore; if you were already trained, you become an expert instead. You gain the @UUID[Compendium.pf2e.feats-srd.Dvz54d6aPhjsmUux] skill feat.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the Alkenstar Agent archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.Jk6gZzXEABiX5A0S] Feat 4</h2><p><strong>Prerequisites </strong>Alkenstar Agent Dedication</p><hr /><p>Your unpredictable gunfire often catches enemies off guard or hits unprotected areas. Make a ranged Strike with a firearm against a creature that you haven't already attacked on this turn. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice. The Strike gains the following failure effect.</p><hr /><p><strong>Failure</strong> The firearm misfires, but it doesn't cause the other critical failure effects listed below.</p><p><strong>Critical Failure</strong> The firearm misfires and also explodes. It becomes broken, and it deals its normal weapon damage to all creatures in a @Template[type:burst|distance:20] centered on the firearm, with a @Check[type:reflex|dc:resolve(@actor.attributes.classDC.value)|basic:true] against your class DC. This damage includes any from the weapon's fundamental and property runes.</p><h2>@UUID[Compendium.pf2e.feats-srd.JEzjyNbpsh05iymG] Feat 7</h2><p><strong>Prerequisites </strong>Alkenstar Agent Dedication, master in Society</p><hr /><p>You're practiced at creating forgeries that establish your outlaw credentials or augment your legal authority. You can @UUID[Compendium.pf2e.actionspf2e.ftG89SjTSa9DYDOD] as an exploration activity. It takes you about 1 hour per page of the document that you're forging. This time is reduced to 10 minutes per page if you're legendary in Society.</p><h2>@UUID[Compendium.pf2e.feats-srd.qbFRPTHP96Q9kGpk] Feat 10</h2><p><strong>Prerequisites </strong>Alkenstar Agent Dedication, master in Intimidation</p><hr /><p>You make a fearsome show of your authority. Roll Intimidation checks to @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] each creature in a @Template[type:cone|distance:30]. When you do so, Demoralize gains the visual trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"HZHzpATOyhTjUDrR","image":{},"name":"Alter Ego","sort":550000,"src":null,"system":{},"text":{"content":"<p>A highly guarded castle in the middle of an extravagant ball, the headquarters of a city's infamous thieves' guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss.</p><p>Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd. This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can't resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it.</p><section class=\"info\"><h4>Alter Egos in Golarion</h4><p>While some alter egos work independently as freelancers, they're especially popular in all sorts of espionage and intelligence agencies throughout the Inner Sea and beyond. The Lion Blades of Taldor, Twilight Talons of Andoran, Silver Ravens of Ravounel, and various Chelaxian secret police use alter egos to keep abreast of situations throughout the Shining Kingdoms and Old Cheliax. Meanwhile, powerful mercantile groups, like the Golden League in Tian Xia or the Aspis Consortium, employ alter egos for corporate espionage, making sure they always stay one step ahead of the competition. In Mzali in the Mwangi Expanse, the rebels known as the Bright Lions often seek the aid of alter egos to escape the notice of the mummified child god Walkena.</p></section><h2>@UUID[Compendium.pf2e.feats-srd.3r4v6W4abJnLg7dv] Feat 2</h2><p><strong>Prerequisites </strong>trained in Deception and Stealth</p><hr /><p>You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in Deception. You gain the @UUID[Compendium.pf2e.actionspf2e.lAvEK4yNL3Y7pVmr] activity.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the alter ego archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.xduV7Kyoi5OWvMEK] Feat 3</h2><p><strong>Prerequisites</strong> Alter Ego Dedication, or Archaeologist Dedication; trained in Society</p><p><strong>Access</strong> Members of the Firebrands at the rank of second mark or higher have access to this feat.</p><p><strong>Trigger</strong> An ally you can see and hear is about to attempt a Deception check to Impersonate someone or Lie.</p><hr /><p>Emulating Shensen whenever she arrives at a show, you share your knowledge of the region and drop a few important local names to make a good impression and help your allies do the same. Attempt a Society check to Aid your ally. If you succeed, you recall a few specific details about local culture and personalities to help support your ally's deception. In addition to the benefits of your Aid, the triggering ally rolls their Deception check twice and takes the better result. This is a fortune effect.</p><h2>@UUID[Compendium.pf2e.feats-srd.SZ8J3NbtiizFaNzz] Feat 4</h2><p><strong>Prerequisites</strong> Alter Ego Dedication</p><hr /><p>You know that for the best disguise to work, one requires not only the right skills but also the right look-luckily you can copy both using special magical techniques. When you @UUID[Compendium.pf2e.actionspf2e.AJstokjdG6iDjVjE], you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you Impersonate in this way, your Impersonate activity gains the occult trait.</p><h2>@UUID[Compendium.pf2e.feats-srd.juTBSRs2jzJzLoth] Feat 4</h2><p><strong>Prerequisites</strong> Alter Ego Dedication</p><hr /><p>When you take on a role, you become more capable with all sorts of tasks involving that role. When you Assume a Role, choose two skills associated with the role in some way; if you're untrained, you can use your level as your proficiency bonus for those skills, and you gain a +1 circumstance bonus to skill checks with those skills as long as you remain in that role. You and the GM determine which skills you assume.</p><h2>@UUID[Compendium.pf2e.feats-srd.ZC9C6rxPJKrw6Ktx] Feat 4</h2><p><strong>Prerequisites </strong>Alter Ego Dedication</p><hr /><p>People often only see what they want to see, a weakness you know how to take full advantage of. While you've Assumed a Role, you can use Deception in place of Stealth when using the @UUID[Compendium.pf2e.actionspf2e.IE2nThCmoyhQA0Jn] exploration activity in an area where someone with your role wouldn't be unusual, such as when impersonating a sailor or fisher when infiltrating the docks.</p><h2>@UUID[Compendium.pf2e.feats-srd.dCCVqIcYrhCp3Bzl] Feat 6</h2><p><strong>Prerequisites </strong>Alter Ego Dedication</p><hr /><p>You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions-perfect for misdirection and infiltration. You can cast <em>@UUID[Compendium.pf2e.spells-srd.gIdDLrbswTV3OBJy]</em> on yourself as a 2nd-level innate occult spell and <em>@UUID[Compendium.pf2e.spells-srd.yV7Ouzaoe7DHLESI]</em> as a 1st-level innate occult spell, both once per day. You also can cast <em>@UUID[Compendium.pf2e.spells-srd.atlgGNI1E1Ox3O3a]</em> as an innate occult cantrip. You become trained in occult spell attack rolls and spell DCs, and your key spellcasting ability is Charisma.</p><h2>@UUID[Compendium.pf2e.feats-srd.C5CweUNPP7HlRfBM] Feat 7</h2><p><strong>Prerequisites</strong> Alter Ego Dedication; master in Deception and trained in Athletics</p><p><strong>Trigger</strong> An enemy makes a successful @UUID[Compendium.pf2e.actionspf2e.Dt6B1slsBy8ipJu9], @UUID[Compendium.pf2e.actionspf2e.SkZAQRkLLkmBQNB9], @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD], @UUID[Compendium.pf2e.actionspf2e.7blmbDrQFNfdT731], or @UUID[Compendium.pf2e.actionspf2e.ge56Lu1xXVFYUnLP] attempt.</p><hr /><p>Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your Athletics check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.ossGwqEvC6ifPwgT] Feat 8</h2><p><strong>Prerequisites </strong>Alter Ego Dedication</p><p><strong>Frequency</strong> once per 10 minutes</p><hr /><p>You've learned how to use even your reflection to your advantage. You send your own reflection to forcibly swap places with the reflection of an enemy, pulling each of you through opposite ends and switching places. The enemy must be within 120 feet, you must both be adjacent to reflective surfaces (such as glass, mirrors, or calm water), and you must be able to see the target's reflection and have line of effect to it. The target attempts a @Check[type:will|dc:resolve(@actor.system.attributes.classOrSpellDC.value)] save against your spell DC or class DC, whichever is higher.</p><hr /><p><strong>Critical Success</strong> The spell has no effect.</p><p><strong>Success</strong> You swap positions with your target or arrive adjacent to your target, whichever your target prefers.</p><p><strong>Failure</strong> You swap positions with your target or arrive adjacent to your target, whichever you prefer.</p><p><strong>Critical Failure</strong> You instantaneously swap positions with your target, and the target becomes trapped in its own reflection for 1 minute. Once on each of its turns, the target can spend 1 action to attempt another Will save to escape. If the save succeeds, the effect ends early.</p><h2>@UUID[Compendium.pf2e.feats-srd.X62yfg4vky1JMnf1] Feat 12</h2><p><strong>Prerequisites</strong> Alter Ego Dedication</p><p><strong>Access</strong> Members of the Firebrands at the rank of second mark or higher have access to this feat.</p><hr /><p>There are times when skills or looks are not enough to convince someone of your identity, and you instead require adequate documentation. Replicating the methods of the Sapphire Butterfly, you've learned to use magic to forge a new identity as you need it. During your daily preparations, you can choose a blank piece of paper, journal, badge, or similar item normally used to display authority, to magically invest. You can use an Interact action to mentally outline the basic information that is displayed when that item is presented to another creature, such as a name, a title, connection to an existing group or agency, and other basic details. A more complex outline requires more time, at the GM's discretion. That creature must attempt a Will save against your Deception DC. This item only works while you are holding it and appears blank if anyone else attempts to use it, though you can include others within the details of your outline.</p><hr /><p><strong>Critical Success</strong> The target sees the item as being entirely blank, and becomes immune to this effect until your next daily preparations.</p><p><strong>Success</strong> The target sees only the basic information listed out in a simplistic manner, as described in the Interact action. Though not fully convinced, the target plays along, but this worsens the target's attitude toward you by one step.</p><p><strong>Failure</strong> The target sees the information presented by the item in the proper format relevant to your situation, with the appropriate language, names, dates, signatures, and other details.</p><p><strong>Critical Failure</strong> The target sees the information presented by the item as granting a higher level of authority than anticipated, and immediately treats you with the proper deference. As failure, and the target's attitude toward you immediately improves by one step.</p><h2>@UUID[Compendium.pf2e.feats-srd.kC92uxCvrxDkrCpO] Feat 14</h2><p><strong>Prerequisites </strong>Alter Ego Dedication</p><hr /><p>Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether. You can cast <em>@UUID[Compendium.pf2e.spells-srd.9BnhadUO8FMLmeZ3]</em> as an innate occult spell once per day, using your class DC or spell DC, whichever is higher.</p><p>If you cast <em>mind probe</em> on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to Sustain the Spell to extend its duration-only when asking a question-nor do you need to be in range or have line of effect to Sustain it.</p><h2>@UUID[Compendium.pf2e.feats-srd.hPfqQpiq6W8RPCxz] Feat 14</h2><p><strong>Frequency </strong>once per day</p><p><strong>Prerequisites </strong>Alter Ego Dedication, or Vigilante Dedication</p><p><strong>Access </strong>Members of the Firebrands at the rank of second mark or higher have access to this feat.</p><p><strong>Requirements </strong>Your identity is hidden, either by magic or a disguise.</p><hr /><p>You discard a disguise and dramatically reveal your true identity, catching your foes off guard. If you created your disguise using magic such as with humanoid form or illusory disguise, you immediately Dismiss the spell as a free action. Stride up to your speed and attempt a Deception check to Feint one target within 30 feet. If you succeed, you roll twice and take the better result on your first attack roll against that target this turn.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"xgk1Qc6nzGNJ7LSz","image":{},"name":"Chronoskimmer","sort":4100000,"src":null,"system":{},"text":{"content":"<p>The flow of time is an unstoppable force. Most are carried downstream inexorably, like a leaf floating on a river. You, however, somehow fell out of the flow of time, if only for an instant, but in doing so gained a perspective that few others have.<br /><br />Now you stand on the banks of the river, watching the flow, choosing where to dive in, or even defying the current, at least for a short while, as you skim its surface and skip from moment to moment. As a chronoskimmer, time is yours to exploit.</p><p>You have the means to see the timelines of all creatures, including your own. You can use this insight to manipulate the flow of time for creatures, much like you can pluck the leaf from the river and place it elsewhere. Manipulating timelines can be dangerous, however, and the Dimension of Time isn't wont to allow these transgressions against time to stand forever. The threat always looms of time dimensionals coming to correct your actions or of you becoming removed from time forever.</p><h2>@UUID[Compendium.pf2e.feats-srd.ygdbkfPPgSoWxaBa] Feat 2</h2><p>You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a @Check[type:flat|dc:11]. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. Both stabilizing and destabilizing your timestream are fortune effects.</p><p>Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the chronoskimmer archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.3aG0gkHulBIHqqGE] Feat 4</h2><p><strong>Prerequisites </strong>Chronoskimmer Dedication</p><p><strong>Frequency</strong> once per day</p><p><strong>Trigger</strong> You fail a skill check or saving throw.</p><hr /><p>After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll.</p><h2>@UUID[Compendium.pf2e.feats-srd.Ek1CoyGKxsozDsaD] Feat 6</h2><p><strong>Prerequisites </strong>Chronoskimmer Dedicaiton</p><p><strong>Frequency</strong> once per day</p><hr /><p>You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a fortune effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a misfortune effect. Regardless of your choice, the target becomes temporarily immune for 24 hours.</p><h2>@UUID[Compendium.pf2e.feats-srd.9LwOCcutlLxd4bfS] Feat 8</h2><p><strong>Prerequisites </strong>Chronoskimmer Dedication</p><hr /><p>You dive into the fray before rewinding yourself to safety. Stride up to your Speed. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You then teleport back to the square from which you began your Snapback Charge. You can use Reversing Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.</p><h2>@UUID[Compendium.pf2e.feats-srd.EoKgJXfNfHwsy2sk] Feat 8</h2><p><strong>Prerequisites </strong>Chronoskimmer Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat. Until the start of your next turn, these alternate selves flicker in and out in your vicinity, providing flanking for you against all enemies within your reach. Flanking with your time duplicates is the same as flanking with an ally and so is subject to effects like @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.9qV49KjZujZnSp6w] or the @UUID[Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC] class feature.</p><h2>@UUID[Compendium.pf2e.feats-srd.6IrNSD0G5AAXPTJq] Feat 10</h2><p><strong>Prerequisites </strong>Chronoskimmer Dedication</p><p><strong>Frequency</strong> once per minute</p><p><strong>Trigger</strong> Your turn begins.</p><hr /><p>You reach ahead and make use of time that's yet to be. You become @UUID[Compendium.pf2e.conditionitems.nlCjDvLMf2EkV2dl] and can use the extra action to Step, Stride, or Strike. You gain this extra action immediately and can use it this turn. At the end of your turn, you become @UUID[Compendium.pf2e.conditionitems.dfCMdR4wnpbYNTix]{Stunned 1}.</p><h2>@UUID[Compendium.pf2e.feats-srd.UCFGUbmDnzRGmN9I] Feat 10</h2><p><strong>Prerequisites </strong>Chronoskimmer Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>You reach into another creature's timeline and attempt to alter their flow of time. Select a creature within 30 feet. That creature attempts a @Check[type:fortitude|dc:resolve(@actor.system.attributes.classOrSpellDC.value)] saving throw against your chronoskimmer DC. The creature takes the effects of <em>@UUID[Compendium.pf2e.spells-srd.WsUwpfmhKrKwoIe3]</em> based on the result of its saving throw.</p><h2>@UUID[Compendium.pf2e.feats-srd.JJPoMcxUf3QoKA6h] Feat 12</h2><p><strong>Prerequisites </strong>Chronoskimmer Dedication</p><hr /><p>By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a fortune effect. You roll your initiative roll twice and take the worse result; this is a misfortune effect. The two effects are tied together: if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Combat Premonition does nothing.</p><h2>@UUID[Compendium.pf2e.feats-srd.INqBWbbDHF4DIg8i] Feat 12</h2><p><strong>Prerequisites </strong>Chronoskimmer Dedication</p><p><strong>Frequency</strong> once per day</p><p><strong>Trigger</strong> Your turn begins.</p><hr /><p>You step outside of the flow of time momentarily, allowing you to avoid dangers. Your physical form stops existing momentarily, and you can't be targeted or affected until the start of your next turn-you simply don't exist at that moment in time. Your turn ends immediately, advancing 1 round for all timed durations and effects, such as conditions and afflictions. You still attempt saving throws, flat checks, or any other checks at the end of your turn as normal, but you don't take any damage due to these checks (though you take any non-damaging effects as normal). At the start of your next turn, you reenter the flow of time and reappear in the same space where you left time last round. If the space isn't clear, you arrive in the nearest open space.</p><h2>@UUID[Compendium.pf2e.feats-srd.5kua1Kf5Ca85lbzb] Feat 12</h2><p><strong>Prerequisites </strong>Chronoskimmer Dedication</p><p><strong>Frequency</strong> once per 10 minutes</p><p><strong>Trigger</strong> Your turn begins.</p><hr /><p>You travel just a few moments into the future to immediately arrive at your destination. Your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your @UUID[Compendium.pf2e.actionspf2e.Bcxarzksqt9ezrs6] instead of traversing normally to the location. Your augmented Strides have the teleport trait and don't trigger reactions that can be triggered by move actions or upon leaving or entering a square. You also augment your @UUID[Compendium.pf2e.actionspf2e.H6v1VgowHaKHnVlG], @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy], @UUID[Compendium.pf2e.actionspf2e.cS9nfDRGD83bNU1p], or @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx] actions in this way if you have the corresponding movement type.</p><h2>@UUID[Compendium.pf2e.feats-srd.2VZxwS5LTi9YxikG] Feat 14</h2><p><strong>Prerequisites </strong>Chronoskimmer Dedication</p><p><strong>Frequency</strong> once per day</p><hr /><p>You manipulate time to recharge one of your temporal techniques-by revising your past so you never used it in the first place. Select one of your chronoskimmer feats that has a frequency of once per day (or more frequent) that you've already used. You can use the feat again, as if you hadn't used it already.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"6DgCLFEGEHvqmy7Y","image":{},"name":"Clockwork Reanimator","sort":4150000,"src":null,"system":{},"text":{"content":"<p>You have unlocked the secret connections between necromancy and clockwork locomotion, giving you the unholy power to reanimate corpses. These minions shuffle forth with the mindless motions of the unliving and are little more than puppets under your control. Similarly, via careful tinkering and anatomical study, you learned how to make a powerful necromechanical ally. Finally, your technological prowess is such that you can use your innovations to force even powerful, free-willed undead to obey you.</p><p>The secret to your success is a combination of alchemy and clockwork, machines and magic, science and spellcasting. Of course, crafting the shell of a wind-up zombie is one matter—your primary focus is on the craftwork necessary to make the whole thing work together. To you, the magic involved is only a means to an end, a way to make science more efficient through necromancy and potentially a little bit of evocation for some electric power.</p><p>While some think your creations are vile, you see beauty in utility and believe animated corpses are tools that can be used for good or ill. For better or worse, when it comes to results, the science you've cobbled together fulfills the most important criterium for any new innovation: it works, plain and simple. Your reanimated clockwork corpses are stable, effective, and, more importantly, they don't rampage or crave the flesh of the living in the same way an undead would. Plus, they aren't vulnerable to positive energy, making them easier to use around good clerics and their ilk without your minions taking friendly fire. (Except Pharasmins, always so inconveniently up in arms about the whole “desecrating the bodies of the dead” thing. They can't learn the difference between the stench of undeath and the smell of progress.)</p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.jm8kchZRznjxRy0C] Feat 2</h2><p><strong>Prerequisites </strong>trained in Crafting</p><hr /><p>You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a minion. Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess.</p><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the clockwork reanimator archetype. If you retrain out of this feat, you lose the rituals learned from it.</p><h2>@UUID[Compendium.pf2e.feats-srd.yUZXOEGqqXKhkGNE] Feat 4</h2><p><strong>Prerequisites </strong>Clockwork Reanimator Dedication</p><hr /><p>Your corpselike construct companion becomes much more powerful and can act with limited autonomy to follow your greater directives. It becomes an advanced construct companion. During an encounter, even if you don't use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike.</p><h2>@UUID[Compendium.pf2e.feats-srd.1HvSkbUjqrIMXLiY] Feat 4</h2><p><strong>Prerequisites </strong>Clockwork Reanimator Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>Your clockwork devices can commandeer the bodies of undead, bending them to your will. Make a melee Strike against an adjacent undead creature. On a success, instead of taking damage, the target becomes @UUID[Compendium.pf2e.conditionitems.9qGBRpbX9NEwtAAr] by you if its level is equal to or lower than your level - 3. It can attempt a @Check[type:will|dc:resolve(@actor.attributes.classOrSpellDC.value)] saving throw against the higher of your class DC or spell DC to resist being controlled by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result.</p><hr /><p><strong>Critical Success</strong> The target is unaffected and temporarily immune for 24 hours.</p><p><strong>Success</strong> The target is unaffected.</p><p><strong>Failure</strong> The undead creature becomes a minion under your control for 1 minute. The control ends if you or an ally attacks the minion undead.</p><p><strong>Critical Failure</strong> As failure, but the duration is 1 hour.</p><h2>@UUID[Compendium.pf2e.feats-srd.mwBb8MlAmpbYH9T4] Feat 6</h2><p><strong>Prerequisites </strong>Clockwork Reanimator Dedication</p><hr /><p>You've mastered the use of electrical energy to power your clockwork creations. Whenever your construct companion takes electricity damage, it gains temporary Hit Points equal to either half the electricity damage it took or your level, whichever is lower. These temporary Hit Points last for up to 1 minute.</p><h2>@UUID[Compendium.pf2e.feats-srd.xhFsHEsMTAvzwJhr] Feat 8</h2><p><strong>Prerequisites </strong>Clockwork Reanimator Dedication</p><hr /><p>You imbue the necrotized flesh of your reanimated construct companion with strange chemicals and fine-tune the clockwork within, enhancing all its capabilities. It becomes an incredible construct companion.</p><h2>@UUID[Compendium.pf2e.feats-srd.7aHYM9fawA3PQwtM] Feat 12</h2><p><strong>Prerequisites </strong>Clockwork Reanimator Dedication</p><p><strong>Trigger</strong> Your reanimated clockwork companion is reduced to 0 Hit Points.</p><p><strong>Requirements</strong> You're within 60 feet of your reanimated clockwork companion.</p><hr /><p>You've installed a self-destruct device within your construct companion, which you can trigger with a special device from up to 60 feet away. When you activate the device, your reanimated construct companion explodes, dealing [[/r 2d6[fire]]] damage per level to all creatures in a @Template[type:emanation|distance:30]{30-foot radius}. Creatures caught in the blast can attempt a @Check[type:reflex|dc:resolve(@actor.attributes.classOrSpellDC.value)] save, with a DC equal to the higher of your class DC or spell DC.</p><p>[[/r ((2*@actor.level)d6)[fire]]]{Leveled Fire Damage}</p><h2>@UUID[Compendium.pf2e.feats-srd.1HvSkbUjqrIMXLiY] Feat 14</h2><p><strong>Prerequisites </strong>Clockwork Reanimator Dedication, Hijack Undead</p><hr /><p>Undead creatures find it all but impossible to resist your commands. When you use Hijack Undead, if the undead fails its save, it becomes your minion for 10 minutes. If it critically fails, it becomes your minion for 24 hours.</p><h2>@UUID[Compendium.pf2e.feats-srd.UxurtbOOvCkngsKN] Feat 14</h2><p><strong>Prerequisites </strong>Incredible Reanimated Companion</p><hr /><p>You have reached the pinnacle of necromantic science, creating a mechanical zombie unlike any the world has seen before. Your reanimated construct companion becomes a paragon construct companion.</p><h2>@UUID[Compendium.pf2e.feats-srd.xYNMWGEmpbtrtWXQ] Feat 16</h2><p><strong>Prerequisites </strong>Clockwork Reanimator Dedication</p><p><strong>Requirements</strong> The target's body must be mostly intact.</p><hr /><p>Combining necromancy with the mysterious temporal powers of clockwork, you wind a creature backward from the moment of its death. Attempt a @Check[type:crafting|dc:40] check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of <em>@UUID[Compendium.pf2e.spells-srd.IkGYwHRLhkuoGReG]</em>, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is then temporarily immune to Unwind Death for 1 day.</p><h2>@UUID[Compendium.pf2e.feats-srd.5uhKRkYDzLP7v3XY] Feat 20</h2><p><strong>Prerequisites </strong>Clockwork Reanimator Dedication</p><hr /><p>You built your reanimated construct companion of modular components from various corpses. Its unique makeup enables your companion to split into dozens or even hundreds of much smaller corpse constructs. Acting as one, this shambling swarm can overwhelm your enemies.</p><p>You Command your reanimated construct companion. Instead of its normal actions, the companion splits into a horde of Small and Tiny construct companions within a @Template[type:emanation|distance:30] from its original space. The horde makes a Strike against each foe within the emanation with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the companion makes all the attacks. The miniature companions recombine into a single companion of their original size at any location within the emanation.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"jFhTp57zO3ej6HDt","image":{},"name":"Corpse Tender","sort":4175000,"src":null,"system":{},"text":{"content":"<p>You tend to mindless undead, such as the zombie farmhands and farm animals throughout Geb.</p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.SNhhx0hPWlERpQRr] Feat 2</h2><p><strong>Prerequisites </strong>evil alignment, trained in Religion</p><hr /><p>You have a connection to mindless undead that allows you to communicate your intentions to them on a rudimentary level. You can use Diplomacy to @UUID[Compendium.pf2e.actionspf2e.OX4fy22hQgUHDr0q] on mindless undead and to make very simple @UUID[Compendium.pf2e.actionspf2e.DCb62iCBrJXy0Ik6]{Requests} of them; their mindless trait doesn't grant immunity to these mental effects. Most mindless undead are likely hostile toward you by default and must be kept at a safe distance to give you time to Make an Impression.</p><p>You become trained in Diplomacy; if already trained, you instead become trained in another skill of your choice.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the corpse tender archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.vCsvT7xqBIolF7zH] Feat 4</h2><p><strong>Prerequisites </strong>Corpse Tender Dedication, ability to cast <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em></p><hr /><p>You gain the @UUID[Compendium.pf2e.feats-srd.xYakFeP6olBsxpZN] feat, but you can use it only to transform the effects of <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> spells you cast on mindless undead. These spells can control creatures with a level equal to or lower than your level -1 (instead of your level - 3).</p><h2>@UUID[Compendium.pf2e.feats-srd.LQ5YW01UD9hGKk0l] Feat 4</h2><p><strong>Prerequisites </strong>Corpse Tender Dedication</p><hr /><p>You easily tend to the wounds of the dead. You can cast <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> as a divine innate spell once per day. This spell is heightened to half your level, rounded up. You can target only mindless undead with this spell.</p><h2>@UUID[Compendium.pf2e.feats-srd.hLMsARkiwRf4SwqZ] Feat 8</h2><p><strong>Prerequisites </strong>Command Corpse</p><hr /><p>When you use @UUID[Compendium.pf2e.feats-srd.xYakFeP6olBsxpZN] on a mindless undead, if the undead succeeds at its save but doesn't critically succeed, it becomes your minion for 1 round. If the undead fails its save, it becomes your minion for 1 hour. If it critically fails, it becomes your minion for 24 hours.</p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.uvbPZR6dsQBimIUo] Feat 12</h2><p><strong>Prerequisites </strong>Command Corpse</p><hr /><p>You grasp the mind of an undead creature and temporarily wipe it as empty as a zombie's brain. You can target any undead with your divine innate <em>@UUID[Compendium.pf2e.spells-srd.wdA52JJnsuQWeyqz]</em> spell, not just mindless undead. When you target one non-mindless undead creature with this spell, you can transform its effects. Instead of harm's normal effects, the target must attempt a Will save.</p><hr /><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]{Stupefied 1} for 1 round.</p><p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]{Stupefied 2} for 1 minute. While it is stupefied, you can use your Corpse Tender feats on the target as though it were mindless.</p><p><strong>Critical Failure</strong> As failure, except the target is @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]{Stupefied 3} for 10 minutes.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"KRUWPDzuwG0LC26d","image":{},"name":"Curse Maelstrom","sort":4300000,"src":null,"system":{},"text":{"content":"<p>Some folks are ridden with bad luck: the rations they were counting on turn out to be spoiled, the ship they were hoping to catch sinks in the harbor, or the new home they bought is destroyed by a rampaging golem. Most know that they are cursed, feeling an emptiness in their soul that weighs upon them, gnawing at their confidence and shrouding their ambitions. Sometimes, these curse maelstroms learn to control and channel their curse; you are one such unfortunate soul.</p><p>You have a powerful curse living deep within you. You might have been able to restrain your curse for the most part, but it flares up occasionally and tempts you with the power to curse your foes, should you allow it to exert itself. Why should you be the only one who has to endure a cursed life when others have so clearly earned such woe?</p><p>Living with a curse every day, you become intimately familiar with the workings of curses, getting a sense of when bad luck is about to befall those around you. You might try to avoid further bad fortune—which rarely pans out as you'd like—or you could come to terms with your lot in life and regard your curse as something akin to an old friend. Either way, fate cares little.</p><p>Misery loves company, so your curse can even be a beacon for more misfortune. You might have multiple curses all tied to you, all fighting to make your life as hellish as possible.</p><section class=\"info\"><h4>Manifestations</h4><p>Those at the center of a storm of curses often have peculiar manifestations that mark them as one of the unfortunate. Over time, even the places that they inhabit will begin to show signs of their presence: plants with bizarre growths, dust clouds that form strange symbols in the light, and floors that creak and groan even when no one is walking across them.</p></section><h2>@UUID[Compendium.pf2e.feats-srd.LJzk4Xxxs9IlbWz6] Feat 2</h2><p><strong>Prerequisites </strong>You are cursed or have been previously cursed</p><hr /><p>A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. This is a misfortune effect. If you do so, you enter a curse maelstrom state. If the misfortune effect is somehow canceled or negated (by a fortune effect, for example), you don't enter a curse maelstrom state.</p><p>In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a misfortune effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's curse effect and are affected by the curse, you also enter a curse maelstrom state. No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute.</p><p>While in a curse maelstrom state, you can't benefit from fortune effects, and they also don't cancel misfortune effects on you; they simply have no effect. While in this state, all creatures other than you within a @Template[type:emanation|distance:10] take a -1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target.</p><h2>@UUID[Compendium.pf2e.feats-srd.5f8gQxVdioUcgsTD] Feat 2</h2><p><strong>Prerequisites </strong>Curse Maelstrom Dedication; trained in Occultism or Curse Lore</p><hr /><p>Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to Identify Magic on a cursed item or a spell that has the curse trait.</p><h2>@UUID[Compendium.pf2e.feats-srd.JZurhROfi2JfmLfb] Feat 4</h2><p><strong>Prerequisites </strong>Curse Maelstrom Dedication</p><hr /><p>You gather your curse around you and impel it to pour outward, expanding your maelstrom. The radius of the emanation of your curse maelstrom state increases by 5 feet until the end of your curse maelstrom state. The outpouring of the curse is unnerving. You attempt to @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] a creature within the emanation of your curse maelstrom; you don't take penalties for not sharing a language with that creature.</p><h2>@UUID[Compendium.pf2e.feats-srd.adr9buwVuxgZV2B3] Feat 6</h2><p><strong>Prerequisites </strong>Curse Maelstrom Dedication</p><p><strong>Trigger</strong> An ally within 60 feet would be affected by a curse or misfortune effect, and you wouldn't be affected but you are an eligible target for the effect.</p><hr /><p>You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering curse or misfortune effect affects you.</p><h2>@UUID[Compendium.pf2e.feats-srd.fhwO3N3VoZ0ZpfjU] Feat 8</h2><p><strong>Prerequisites </strong>Curse Maelstrom Dedication</p><hr /><p>When the curse within you spills out, you can lay curses on others and claim them for yourself with ease. You can cast <em>@UUID[Compendium.pf2e.spells-srd.5OcZ3HBkrRFhSWCz]</em>. At 10th level, you can also cast <em>@UUID[Compendium.pf2e.spells-srd.gfKhtVsXF3HKSdmY]</em>, and at 12th level, you can also cast <em>@UUID[Compendium.pf2e.spells-srd.8THDHP0UC7SgOYYF]</em>. You can cast these spells once per day as occult innate spells, but only while within your curse maelstrom state. If you couldn't already cast occult spells, these spells use Wisdom as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells.</p><h2>@UUID[Compendium.pf2e.feats-srd.3xkFb2qlAdgLmdSf] Feat 8</h2><p><strong>Prerequisites </strong>Curse Maelstrom Dedication</p><p><strong>Requirements</strong> You are in a curse maelstrom state.</p><p><strong>Trigger</strong> You or an ally within 30 feet is targeted by or in the emanation of a curse or misfortune effect from an opponent or object of which you are aware.</p><hr /><p>You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the curse or misfortune effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends.</p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.wxIOuPFjVBADNYDP] Feat 10</h2><p><strong>Prerequisites </strong>Curse Maelstrom Dedication</p><p><strong>Requirements</strong> You are in a curse maelstrom state.</p><hr /><p>Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you. All creatures within your curse maelstrom emanation except you take [[/r (@actor.level)d6[negative]]]{1d6 negative damage for each level} you have, with a @Check[type:fortitude|dc:resolve(@actor.system.attributes.classOrSpellDC.value)|basic:true] save. Your curse maelstrom state then ends.</p><h2>@UUID[Compendium.pf2e.feats-srd.WyGeBz9U6Hovozdl] Feat 12</h2><p><strong>Prerequisites </strong>Counter Curse</p><hr /><p>When you counter a curse or misfortune effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own curse or misfortune effect, attempting a saving throw against its own DC if the effect allows a saving throw. In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"DAVBjDSysgXgtVQu","image":{},"name":"Gray Gardener","sort":9300000,"src":null,"system":{},"text":{"content":"<p>The Gray Gardeners are the remorseless executioners of Galt. Prior to the events of the adventure, the Gray Gardeners are at best sinister (when not actively pursuing evil) as a malevolent monster controls their organization. After the events of <em>Night of the Gray Death</em>, the organization is broken—leadership is in disarray while the rank-and-file members labor to enforce laws and recapture escaped criminals. The Gray Gardeners still command the respect of Galt's people, however, as their brutal reputation is indelibly etched in the public consciousness over the last fifty years.</p><p>The following is suitable for heroes to take after the events of <em>Night of the Gray Death</em>. You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Galt's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice.</p><p>Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the vigilante archetype</p><h3 class=\"title\">Vigilante Archetype</h3><p>The Gray Gardener is accessed using the @UUID[Compendium.pf2e.feats-srd.uqIiSDbv80TbRwTQ] feat, along with membership in the Gray Gardeners.</p><h2>@UUID[Compendium.pf2e.feats-srd.IqTtpxZ48rApy4BN] Feat 4</h2><p><strong>Prerequisites </strong>Vigilante Dedication; member of the Gray Gardeners</p><hr /><p>Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: @UUID[Compendium.pf2e.equipment-srd.War0uyLBx1jA0Ge7], @UUID[Compendium.pf2e.equipment-srd.XGtIUZ4ZNKuFx1uL], @UUID[Compendium.pf2e.equipment-srd.8COlYvHe6hKCXY8x], and @UUID[Compendium.pf2e.equipment-srd.grmaV4GdoGD7sKbn].</p><p>Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons.</p><h2>@UUID[Compendium.pf2e.feats-srd.37uOb0iaWCfTCvBZ] Feat 4</h2><p><strong>Prerequisites </strong>Vigilante Dedication; member of the Gray Gardeners</p><hr /><p>Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to Perception checks to Seek your condemned foe and on Intimidation checks to Demoralize them. You have a -1 circumstance penalty to Perception checks to Seek creatures other than your condemned foe and on Intimidation checks to Demoralize anyone other than your condemned foe.</p><p>You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter.</p><h2>@UUID[Compendium.pf2e.feats-srd.UsEGem9s9ElaTS0d] Feat 4</h2><p><strong>Prerequisites </strong>expert in Intimidation; Vigilante Dedication; member of the Gray Gardeners</p><hr /><p>You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter.</p><p>Your voice be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate <em>@UUID[Compendium.pf2e.spells-srd.gIdDLrbswTV3OBJy]</em> or similar effect. If you roll Intimidation for initiative, on the first round of combat, creatures that haven't acted yet are @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] to you.</p><h2>@UUID[Compendium.pf2e.feats-srd.lknYlp0ekVyBWQK9] Feat 6</h2><p><strong>Prerequisites </strong>Vigilante Dedication; member of the Gray Gardeners</p><hr /><p>You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret Perception checks to Sense Motive.</p><p>If you use Sense Motive on a creature you have currently condemned with Harsh Judgment, your GM rolls the Perception check twice and takes the higher result (this is a fortune effect).</p><h2>@UUID[Compendium.pf2e.feats-srd.SUNLm99CgsS5M3Eq] Feat 6</h2><p><strong>Prerequisites </strong>Harsh Judgement; Vigilante Dedication; member of the Gray Gardeners</p><p><strong>Trigger</strong> You hit your condemned foe with a melee Strike in the same turn during which you condemned it with Harsh Judgment.</p><p><strong>Requirements</strong> You have condemned a foe to death with Harsh Judgment.</p><hr /><p>Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. Your condemned foe is @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 1}, or @UUID[Compendium.pf2e.conditionitems.TBSHQspnbcqxsmjL]{Frightened 2} if the triggering Strike was a critical hit.</p><h2>@UUID[Compendium.pf2e.feats-srd.OeUP3ASaS5deBsWw] Feat 8</h2><p><strong>Prerequisites </strong>Harsh Judgement; Vigilante Dedication; member of the Gray Gardeners</p><hr /><p>You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you Strike a creature you condemned with Harsh Judgment that has the frightened condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the Strike's damage equal to the number of weapon damage dice your weapon deals.</p><h2>@UUID[Compendium.pf2e.feats-srd.gTg3D9Dv9L4NEVhV] Feat 8</h2><p><strong>Prerequisites </strong>Vigilante Dedication; member of the Gray Gardeners</p><p><strong>Frequency</strong> once per day</p><p><strong>Trigger</strong> You roll a failure (but not a critical failure) on a Will save against a fear effect.</p><hr /><p>The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success.</p><h2>@UUID[Compendium.pf2e.feats-srd.D6bncWAOvFYX7hCE] Feat 10</h2><p><strong>Prerequisites </strong>master in Intimidation; Vigilante Dedication; Voice of Authority; member of the Gray Gardeners</p><hr /><p>The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast <em>@UUID[Compendium.pf2e.spells-srd.aIHY2DArKFweIrpf]</em> once every 10 minutes as a 1st-level occult innate spell.</p><p>If you're in your vigilante identity, you can command the target only to approach you, drop prone, or stand in place. If you're in your social identity, you can command the target only to run away or release what the target is holding.</p><h2>@UUID[Compendium.pf2e.feats-srd.0xh9ISHFUFHqngK0] Feat 14</h2><p><strong>Prerequisites </strong>Harsh Judgment; Vigilante Dedication; member of the Gray Gardeners</p><p><strong>Requirements</strong> You have condemned a foe with Harsh Judgment.</p><hr /><p>You swing wide, attempting to behead your condemned foe. Make a melee Strike against your condemned foe. If you hit, your condemned foe takes 8d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day.</p><h2>@UUID[Compendium.pf2e.feats-srd.Rbp08BSSzwpkWVjh] Feat 18</h2><p><strong>Prerequisites </strong>Vigilante Dedication; member of the Gray Gardeners</p><hr /><p>You can erect a magical cowl that terrorizes your enemies. Once per day, you can cast <em>@UUID[Compendium.pf2e.spells-srd.O6VQC1Bs4aSYDa6R]</em> as an innate occult spell, targeting yourself. If you critically hit a creature that's temporarily immune to the spell, the creature's temporary immunity ends.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"LgkfmZnFP3TWtkuy","image":{},"name":"Living Vessel","sort":12700000,"src":null,"system":{},"text":{"content":"<p>With the dawning of a new era comes the need for a new seat of power, and what better way to show your coming master your devotion than by sacrificing your entire being for their use? You presented yourself before their altar and they answered your call, flooding your body with their power and granting you the gift of their original form. Or maybe you were abducted in the dark, on a night that the moon refused to shine, when you were taken to a profane location where a mysterious cult bound you to their master against your will. Now you have powers you didn't before and you have new features that scare (and maybe, in a small dark part of your heart, thrill) you.</p><p>You might have even become a living vessel through a strange bargain. For instance, perhaps at the brink of death, you received an offer from an entity to spare your life in exchange for inhabiting you. Or you might have offered yourself to the entity in exchange for saving a loved one, for riches, or to fulfill a lifelong dream.</p><p>Beings of any alignment can inhabit a living vessel. Evil-aligned beings, especially demons, are most likely to be interested in such an arrangement, especially if it involves forcefully taking over and changing the body and mind of a sapient being. Part of being a living vessel is learning more about your entity and finding what assuages them best and what their ultimate plans might be for your body and the world. Few vessels can fully dictate the terms of the arrangement, but the fact that you give the entity a corporeal form does give you some amount of leverage. Use it wisely.</p><p><strong>Additional Feats</strong> Your GM might determine that you can take a pact feat from the pactbinder archetype as an additional feat, as long as the pact is made to the entity within you. For instance, if you're hosting a fey, you could make a pact involving fey. These pact feats are at the same level as for a pactbinder.</p><h2>@UUID[Compendium.pf2e.feats-srd.0ogbBzSD7fmiWp9d] Feat 2</h2><p>Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats.</p><p>You need to spend at least an hour each day assuaging the entity within you or you take a -1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become @UUID[Compendium.pf2e.conditionitems.3uh1r86TzbQvosxv]{Doomed 1}, and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda.</p><p>You also gain the @UUID[Compendium.pf2e.actionspf2e.5bCZGpp9yFHXDz1j] reaction, allowing you to unleash your entity in lieu of falling @UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf], though at the risk of letting it enact its will.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the living vessel archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.1FnZhf5UwSb7Lo3t] Feat 4</h2><p><strong>Prerequisites </strong>Living Vessel Dedication</p><hr /><p>The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals 1d6 damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, finesse, and magical traits.</p><h2>@UUID[Compendium.pf2e.feats-srd.ckukkEJj4Lc3ENjr] Feat 6</h2><p><strong>Prerequisites </strong>Living Vessel Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of [[/r (4*@actor.level)[Healing]]]{Hit Points equal to four times your level}. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control.</p><hr /><p><strong>Special</strong> This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey.</p><h2>@UUID[Compendium.pf2e.feats-srd.9LvJo3K2AjKcVvTc] Feat 8</h2><p><strong>Prerequisites </strong>Living Vessel Dedication; your entity is a demon</p><hr /><p>Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others. Until the beginning of your next turn, you and your weapons are covered in toxic sludge or another similar manifestation of the demonic corruption; your melee Strikes deal an additional [[/r 1d6[poison]]] damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes [[/r 1d6[poison]]] damage.</p><p>At 14th level, the poison damage increases to 2d6, and at 20th level, the poison damage increases to 3d6</p><h2>@UUID[Compendium.pf2e.feats-srd.XY2uS7pMKRLVNQKG] Feat 8</h2><p><strong>Prerequisites </strong>Living Vessel Dedication; your entity is a fey</p><p><strong>Frequency</strong> once per hour</p><hr /><p>You connect with the fey trickster within yourself to create whimsical illusory duplicates that distract your foes. This has the effects of <em>@UUID[Compendium.pf2e.spells-srd.j8vIoIEWElvpwkcI]</em>.</p><h2>@UUID[Compendium.pf2e.feats-srd.mUL0C7O4HSnPSXea] Feat 8</h2><p><strong>Prerequisites </strong>Living Vessel Dedication; your entity is an aberration or outer entity</p><p><strong>Requirements</strong> You have a foe @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM].</p><hr /><p>The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness. Your grabbed or restrained foe takes bludgeoning damage equal to your level and mental damage equal to your highest mental ability modifier. The creature attempts a @Check[type:will|dc:resolve(@actor.system.attributes.classOrSpellDC.value)|basic:true] save that applies to both types of damage and uses the higher of your class DC or spell DC.</p><p>[[/r (@actor.level)[Bludgeoning]+(max(@actor.abilities.int.mod,@actor.abilities.wis.mod,@actor.abilities.cha.mod))[Mental]]]{Leveled Bludgeoning and Mental Damage}</p><h2>@UUID[Compendium.pf2e.feats-srd.JezNf3xbCi8h2qKe] Feat 16</h2><p><strong>Prerequisites </strong>Living Vessel Dedication</p><p><strong>Frequency</strong> once per day</p><hr /><p>You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects.</p><ul><li>If you were Medium or smaller, you become Large, and your reach increases to 10 feet.</li><li>You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap.</li><li>If you have the Entity's Strike feat, the unarmed attack you gained from that feat increases its damage die from 1d6 to 1d8.</li><li>You gain 40 temporary Hit Points.</li><li>You gain a fly Speed equal to your Speed.</li></ul><hr /><p><strong>Special</strong> This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"iH3Vrt35DyUbhxZj","image":{},"name":"Mammoth Lord","sort":13300000,"src":null,"system":{},"text":{"content":"<p>The Kellid people of the far north are collectively known as the Mammoth Lords, but this name is something of a generalization. True Mammoth Lords are rare champions, heroes among their people who have tamed a mammoth, cave bear, triceratops, or other megafauna. They often ride these enormous creatures into battle. Astride their mighty steeds, Mammoth Lords lead their followings along migratory routes they've used for generations, and they defend their people from frost giants, white dragons, and many other perils of the far north.</p><p>You're one of these legendary heroes, a true Mammoth Lord. You've captured or befriended one of the megafauna of the far north and tamed it. This heroic deed is best done as part of an adventure, but if that isn't possible, work with your GM to determine the details of how you managed to make one of these tremendous creatures your companion. You now ride this fantastic beast into battle, fighting from atop its back.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.54BhwBHyp2jp3e26], @UUID[Compendium.pf2e.feats-srd.G9l2g7sDpPVbZJza]; 6th @UUID[Compendium.pf2e.feats-srd.TORYSZMLMAGgsSEW]; 12th @UUID[Compendium.pf2e.feats-srd.t6sey3cyV8n7a78l]; 20th @UUID[Compendium.pf2e.feats-srd.epNrbgmjZDjJe7Ry]</p><section class=\"info\"><h4>What Counts as Megafauna?</h4><p>The megafauna of the Realm of the Mammoth Lords are enormous beasts of intimidating appearance, but they can be hard to otherwise classify. While the most well-known megafauna are mammals—like the mammoth or the woolly rhinoceros—not all are. Large dinosaurs like the stegosaurus and triceratops qualify as megafauna, for example, but smaller dinosaurs like raptors don't. A list of well-established megafauna can be found below, but it isn't an exclusive list; other, more unusual, species might be permitted with GM approval. One rule is certain, however: an adult megafauna is always Large or bigger.</p><p>Cave Bear: Use a bear's statistics for a cave bear animal companion.</p><p>Daeodon: Use a boar's statistics for a daeodon, or giant boar, companion.</p><p>Dire Wolf: Use a wolf's statistics for a dire wolf companion.</p><p>Mammoth: Use a elephant's statistics for the statistics for an elephant or woolly mammoth animal companion.</p><p>Roc: Use bird statistics for a young roc.</p><p>Smilodon: Use cat statistics for a smilodon animal companion.</p><p>Triceratops: Use triceratops statistics for a triceratops or other armored dinosaur, such as a stegosaurus or ankylosaurus.</p><p>Tyrannosaurus: Use tyrannosaurus statistics for for a tyrannosaurus, allosaurus, or similar dinosaur.</p><p>Woolly Rhinoceros: Use rhinoceros statistics for a rhinoceros or woolly rhinoceros animal companion.</p><p></p></section><p><strong>MAMMOTH LORD ANIMAL COMPANIONS</strong></p><p>If you're playing a mammoth lord, you determine the statistics and abilities of your animal companions according to the basic rules for animal companions. As a mammoth lord, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your “active companion,” follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the mammoth lord archetype, you also gain @UUID[Compendium.pf2e.actionspf2e.8kGpUUUSX1sB2OqQ]{Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the mammoth lord archetype or from another source.</p><h2>@UUID[Compendium.pf2e.feats-srd.SVhyfYNAphQPxFjd] Feat 2</h2><p><strong>Prerequisites </strong>Ride</p><hr /><p>You've undertaken the ultimate challenge of the Mammoth Lords and tamed a megafauna. You gain a megafauna you tamed as a young animal companion. Your megafauna animal companion must be a megafauna appropriate to the Realm of the Mammoth Lords;. While an animal companion usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size).</p><p>Contrary to the usual rules for animal companions, this feat can give you a second animal companion. If you have more than one animal companion, you can adventure with only one of them at a time. You can switch between them like a beastmaster does. You gain the @UUID[Compendium.pf2e.actionspf2e.8kGpUUUSX1sB2OqQ] action, as the beastmaster archetype, and you follow all the other rules found in the Call Companion sidebar; see @UUID[Compendium.pf2e.feats-srd.wdmUH6hdat7jpEWt] for details on this action and the rules for multiple companions.</p><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from this archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.hCEoINqJ75ConqqA] Feat 6</h2><p><strong>Prerequisites </strong>Mammoth Lord Dedication</p><p><strong>Requirements</strong> You are riding your megafauna companion.</p><hr /><p>You @UUID[Compendium.pf2e.actionspf2e.q9nbyIF0PEBqMtYe] to order your megafauna companion to Stride twice. At any point during this movement, you can make a melee Strike against one enemy within reach.</p><h2>@UUID[Compendium.pf2e.feats-srd.opP9j7RP7JPyt8Zj] Feat 6</h2><p><strong>Prerequisites </strong>Mammoth Lord Dedication</p><hr /><p>You've raised your megafauna companion to be a more powerful force on the battlefield than most of its kind. The companion you gained through the Mammoth Lord Dedication feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the @UUID[Compendium.pf2e.actionspf2e.q9nbyIF0PEBqMtYe] action, your megafauna animal companion can still use 1 action on your turn to Stride or Strike.</p><h2>@UUID[Compendium.pf2e.feats-srd.AnTBWhLiIA1c7jkg] Feat 6</h2><p><strong>Prerequisites </strong>Mammoth Lord Dedication; expert in Nature</p><hr /><p>By heeding the wise advice of elders in your following- and aided by your own experience-you've learned how to provide medical care to the megafauna of the Mammoth Lord followings. You can attempt a Nature check instead of a Medicine check for any of Medicine's trained and untrained uses, provided the subject of your medical care is a megafauna. If you're attempting an action that requires a particular proficiency rank in Medicine (such as @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]), use your proficiency rank in Nature instead. If the subject of your care is your megafauna and you roll a success on your check, you get a critical success instead.</p><h2>@UUID[Compendium.pf2e.feats-srd.YBge8sTgeY5jncX2] Feat 7</h2><p><strong>Prerequisites </strong>Mammoth Lord Dedication; master in Diplomacy or Intimidation</p><hr /><p>You've learned the ancient tongue spoken by the creatures of the far north. You can ask questions of, receive answers from, use the Diplomacy skill with, and @UUID[Compendium.pf2e.actionspf2e.tHCqgwjtQtzNqVvd] megafauna. In most cases, megafauna of the Realm of the Mammoth Lords will hear you out.</p><h2>@UUID[Compendium.pf2e.feats-srd.lUjWE40fjAjHecNQ] Feat 8</h2><p><strong>Prerequisites </strong>Mature Megafauna Companion</p><hr /><p>Under your care and training, your megafauna companion has realized its innate potential. Your companion becomes an indomitable or savage animal companion (your choice), gaining additional abilities determined by the type of companion.</p><h2>@UUID[Compendium.pf2e.feats-srd.waZzVgfyr1Vcxfqk] Feat 10</h2><p><strong>Prerequisites </strong>Mammoth Lord Dedication</p><p><strong>Requirements</strong> You're riding a megafauna companion that has a melee Strike.</p><hr /><p>You've trained your megafauna companion to stagger its enemies, impeding their ability to fight back. You @UUID[Compendium.pf2e.actionspf2e.q9nbyIF0PEBqMtYe] to order your megafauna companion to spend both its actions making a single, powerful Strike. The attack deals an extra die of weapon damage, and if the attack hits and deals damage, the target is @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of its next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.Jv24QkykqdPB7brL] Feat 10</h2><p><strong>Prerequisites </strong>Mammoth Lord Dedication</p><hr /><p>You and your megafauna companion are bound together; as long as you live, it's much harder for your companion to die. If your megafauna companion gains the dying condition, it automatically succeeds at the recovery check to stabilize at 0 Hit Points on its turn. Additionally, your megafauna companion only dies at dying 5 rather than dying 4. Finally, the first time each day your megafauna companion would reach dying 5 and die, as long as you're still alive, your companion's dying value decreases to 0 instead.</p><h2>@UUID[Compendium.pf2e.feats-srd.HxTqYtXRqFkkLfDQ] Feat 12</h2><p><strong>Prerequisites </strong>Mammoth Lord Dedication</p><hr /><p>The mammoths and other megafauna ridden by your people are larger than any ordinary beast. Your megafauna companion increases in size to Huge but doesn't otherwise change its statistics.</p><h2>@UUID[Compendium.pf2e.feats-srd.9DECwTTiVpHJc4B6] Feat 14</h2><p><strong>Prerequisites </strong>Mammoth Lord Dedication</p><hr /><p>You've trained your mammoth or other megafauna companion to perform in unusual or extreme situations, granting it abilities far beyond others of its kind. Your megafauna gains your choice of the bully, racer, tracker, or wrecker specialization.</p><p><strong>Special</strong> You can select this feat up to three times. Each time, add a different specialization of the ones listed above to your megafauna companion. Your megafauna can't have more than three specializations.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"mXywYJJCM9IVItZz","image":{},"name":"Mind Smith","sort":14050000,"src":null,"system":{},"text":{"content":"<p>“The mind makes it real.” Though uttered in many parts of Golarion, nowhere is this more literal than perhaps among mind smiths—those with a mysterious mental talent that allows them to manifest their mind into a physical object. Some gain this power through magical training from an ancestor or mentor, while others earn it as a gift or reward from some greater being, or by inexplicable chance. Whatever the source, you have mastered the ability to form a mental image into a corporeal figment solid enough to affect the physical world. You trained the power to aid you in battle by shaping itself into a potent weapon, bound by only the reaches of your own imagination.</p><h2>@UUID[Compendium.pf2e.feats-srd.juikoiIA0Jy8PboY] Feat 2</h2><p>You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics:</p><ul><li>A one-handed weapon that deals 1d4 damage and has the agile and finesse traits</li><li>A one-handed weapon that deals 1d6 damage and has the finesse trait</li><li>A one-handed weapon that deals d8 damage</li><li>A two-handed weapon that deals 1d10 damage and has the reach trait</li></ul><p>Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind-it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken.</p><p>You can project your mind weapon using an Interact action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an Interact action starting at the beginning of your next turn.</p><p>Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the mind smith archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.aMI39DZhWgNgJTAn] Feat 2</h2><p><strong>Prerequisites </strong>Mind Smith Dedication; expert in Athletics</p><p><strong>Trigger</strong> You Leap.</p><hr /><p>You shift the shape of your weapon to help you Leap farther and faster. You shift your weapon into a long flexible pole, climbing hook, or similar aid, adding an extra 5 feet to the distance you're able to Leap. As normal, this can't increase the distance of your Leap beyond your Speed.</p><h2>@UUID[Compendium.pf2e.feats-srd.tor4lzY0wpNcJd2U] Feat 4</h2><p><strong>Prerequisites </strong>Mind Smith Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a <em>@UUID[Compendium.pf2e.equipment-srd.JQdwHECogcTzdd8R]</em> property rune for 1 minute</p><h2>@UUID[Compendium.pf2e.feats-srd.cB6K0wkiDhduAjtL] Feat 4</h2><p><strong>Prerequisites </strong>Mind Smith Dedication</p><hr /><p>You temporarily change your weapon's shape to assist you in the field. You morph your weapon into a single simple tool, such as a shovel or crowbar, to help with a mundane task. You can't replicate entire tool kits with this ability. You can use this action again to change your mind weapon back to a weapon.</p><h2>@UUID[Compendium.pf2e.feats-srd.yantkiDNmsT5ONZX] Feat 4</h2><p><strong>Prerequisites </strong>Mind Smith Dedication</p><hr /><p>Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat. Choose two of the following weapon traits to give your mind weapon: grapple, modular (B, P, S), nonlethal, shove, or trip. Once chosen, these weapon traits can't be changed unless you spend 1 week retraining your fighting style to swap one property for another from the list.</p><h2>@UUID[Compendium.pf2e.feats-srd.xaSlCFYUXlu5f0zw] Feat 6</h2><p><strong>Prerequisites </strong>Mind Smith Dedication</p><hr /><p>With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind. You concentrate and unleash a @Template[type:cone|distance:15] that deals [[/r 3d6[mental]]] damage to all creatures in the area, with a @Check[type:will|dc:resolve(@actor.system.attributes.classOrSpellDC.value)|basic:true] save against the higher of your class DC or spell DC. After the attack, your mind weapon automatically re-forms, and you can't use this ability again for 1 minute. Mind Shards' damage increases by 1d6 at level 7 and every two levels thereafter.</p><p>[[/r (ceil(@actor.level/2)d6)[Mental]]]{Leveled Mental Damage}</p><h2>@UUID[Compendium.pf2e.feats-srd.PccekOihIbRWdDky] Feat 8</h2><p><strong>Prerequisites </strong>Mental Forge</p><hr /><p>You open your mind to further weapon customization. During your daily preparations, you can choose any two weapon traits from the Mental Forge feat to place on your weapon for 24 hours or until your next daily preparations (whichever comes first), replacing the traits you chose from the Mental Forge feat. Each day you can swap the choices with any other options on the list.</p><h2>@UUID[Compendium.pf2e.feats-srd.P5Zu46vfO4ptBBoj] Feat 8</h2><p><strong>Prerequisites </strong>Mind Smith @UUID[Compendium.pf2e.feats-srd.8KUvJuAWCoxWg5FH]{Dedication}</p><hr /><p>You have learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon. You can make ranged mind weapon Strikes; these are ranged Strikes with a maximum range of 30 feet that deal [[/r 1d6]]{1d6} damage of the same type as your mind weapon. Your ranged mind weapon Strike gains all the benefits of your mind weapon's runes as long as they still apply to a ranged weapon. For example, if your weapon had <em>+1</em>, <em>striking</em>, and <em>spell storing</em> runes, you would get a +1 item bonus to hit with your ranged mind weapon Strike, and it would deal the additional damage from the <em>striking</em> rune, but it wouldn't be able to unleash a spell from the <em>spell storing</em> rune, as that rune can be etched onto only melee weapons.</p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.2uQbQgz1AbjzcFSp] Feat 10</h2><p><strong>Prerequisites </strong>Mind Smith Dedication</p><hr /><p>You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon. During your daily preparations, choose one rune from the following list of weapon property runes: <em>corrosive</em>, <em>disrupting</em>, <em>flaming</em>, <em>frost</em>, <em>shock</em>, and <em>thundering</em>. You enhance your weapon with the chosen rune until your next daily preparations. This rune counts toward your maximum limit of runes as normal.</p><h2>@UUID[Compendium.pf2e.feats-srd.8KUvJuAWCoxWg5FH] Feat 12</h2><p><strong>Prerequisites </strong>Mind Smith Dedication</p><hr /><p>You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents. Choose between cold iron or silver; all your mind weapon Strikes are treated as the chosen type of metal.</p><h2>@UUID[Compendium.pf2e.feats-srd.fgnfXwFcn9jZlXGD] Feat 16</h2><p><strong>Prerequisites </strong>Runic Mind Smithing</p><hr /><p>Your mind can hold onto more complicated patterns than ever before. You can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the <em>anarchic</em>, <em>axiomatic</em>, <em>holy</em>, or <em>unholy</em> runes.</p><p>In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"0UrqPv7XLDDRwZ13","image":{},"name":"Pactbinder","sort":14900000,"src":null,"system":{},"text":{"content":"<p>Some people feel that the universe is a constant struggle. Good against evil, law against chaos, civilization against nature, life against death against undeath. But why fight what you can't change? You prefer to bargain.</p><p>As a pactbinder, you make deals with strange entities, otherworldly beings, and all sorts of multiversal denizens, amiable and unapproachable alike. Over the course of your many negotiations, you've learned something important: while such beings always seek a bargain tilted in their own favor, sometimes your definition of value differs enough from theirs that you can still come out ahead. In fact, sometimes, those who don't understand pacts like you do might mistake the payment for the benefit, or vice versa. Perhaps an ancient being of nightmare demanded to consume something you sought to be rid of, like a painful memory or a negative personality trait, priding itself on how it was taking something personal from you. Little did it know, you let it win on haggling your end of the deal. Of course, this practice isn't without its own risks, as who knows what you might become without that part of you.</p><p>All these things, you can and must consider in every pact. In addition to pacts, you might also pursue magical contracts. While less of a metaphysical commitment than a pact, contracts offer similar benefits you just can't resist— and you can employ your skill set as a pactbinder to manipulate the precise wording of the bargain.</p><h2>@UUID[Compendium.pf2e.feats-srd.uD8J9wAE3KB2w0Cf] Feat 2</h2><p><strong>Prerequisites</strong> trained in Diplomacy as well as either Arcana, Nature, Occultism, or Religion</p><hr /><p>The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in Diplomacy and in one of the following: Arcana, Nature, Occultism, or Religion.</p><p>@UUID[Compendium.pf2e.actionspf2e.9X80J5RN21Uoaeiw]</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the pactbinder archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.0VsrXyQYdluGRfsY] Feat 4</h2><p><strong>Prerequisites </strong>Pactbinder Dedication</p><hr /><p>You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality. As long as you keep your end of the bargain, your base appearance changes indefinitely to any one appearance you wish that's within the bounds of possibility for your ancestry; this effect can't be counteracted or removed except by violating the pact. Additionally, you can cast <em>@UUID[Compendium.pf2e.spells-srd.i35dpZFI7jZcRoBo]</em> as a primal innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC.</p><p>In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact.</p><h2>@UUID[Compendium.pf2e.feats-srd.NADqgn78Rvl7TUG8] Feat 4</h2><p><strong>Prerequisites </strong>Pactbinder Dedication; expert in Diplomacy</p><hr /><p>You can leverage your vow in more social interactions. The circumstance bonus from your Binding Vow also applies to attempts to Gather Information, @UUID[Compendium.pf2e.actionspf2e.OX4fy22hQgUHDr0q], or @UUID[Compendium.pf2e.actionspf2e.2u915NdUyQan6uKF] you make directly in service of fulfilling the vow.</p><h2>@UUID[Compendium.pf2e.feats-srd.GvQ9FQ02i7GYuRRh] Feat 6</h2><p><strong>Prerequisites </strong>Pactbinder Dedication</p><hr /><p>You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the @UUID[Compendium.pf2e.actionspf2e.oanRfXGLnBm6mMVg] activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service.</p><h2>@UUID[Compendium.pf2e.feats-srd.ztxbGySxIEeWvsAT] Feat 8</h2><p><strong>Prerequisites </strong>Pactbinder Dedication</p><hr /><p>You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a fortune effect. Additionally, you can choose to automatically succeed at checks to @UUID[Compendium.pf2e.actionspf2e.QyzlsLrqM0EEwd7j] for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as <em>@UUID[Compendium.pf2e.spells-srd.YfJTXyVGzLhM6V8U]</em>, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a <em>@UUID[Compendium.pf2e.spells-srd.CeSh8QcVnqP5OlLj]</em> spell. They can also use 10th-level <em>@UUID[Compendium.pf2e.spells-srd.r784cIz17eWujtQj]</em> on you at will, and you automatically critically fail your saving throw.</p><hr /><p><strong>Special</strong> You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact.</p><h2>@UUID[Compendium.pf2e.feats-srd.qgahXDIjevUmk5Ci] Feat 12</h2><p><strong>Prerequisites </strong>Pactbinder Dedication</p><hr /><p>You've sworn a pact with a powerful psychopomp-typically an olethros advocate or yamaraj judge-granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead. As long as you keep your end of the bargain, you live twice as long as you normally would before dying of natural causes. Additionally, the first time each day that you would be reduced to 0 Hit Points and gain the dying condition, you instead regain a number of Hit Points equal to twice your level (starting from 0 HP), remain conscious, and gain fast healing equal to your level for 3 rounds.</p><p>In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you had already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on.</p><h2>@UUID[Compendium.pf2e.feats-srd.k0h4jvjxK0fYFvOU] Feat 14</h2><p><strong>Prerequisites </strong>Pactbinder Dedication</p><hr /><p>You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights. You can cast <em>@UUID[Compendium.pf2e.spells-srd.Ek5XI0aEdZhBgm21]</em> as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC.</p><p>In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected Lore skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty. However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll.</p><hr /><p><strong>Special</strong> The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"uA6XIArPfGSwBvZi","image":{},"name":"Psychic Duelist","sort":16100000,"src":null,"system":{},"text":{"content":"<p>The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege—patch every loose brick in your walls and single out every flaw in your foe's defenses.</p><h2>@UUID[Compendium.pf2e.feats-srd.xKKyS9nEQqolJ0SF] Feat 4</h2><p><strong>Prerequisites </strong>trained in Occultism; you have been in a psychic duel</p><hr /><p>Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel.</p><ul><li><strong>Mind Mace</strong> You gain a status bonus to mental damage with spells you cast equal to the spell's level.</li><li><strong>Psychic Fist</strong> You can use your standard ability modifier for Strike damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC.</li></ul><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the psychic duelist archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.vsSbYfsRTHveef24] Feat 4</h2><p><strong>Prerequisites</strong> Psychic Duelist Dedication</p><hr /><p>When you start a psychic duel, you gain a third natural psychic spell. You can't choose the same spell twice.</p><p>If you're 9th level or higher, add the following spells to the list of natural psychic spells you can choose:</p><ul><li><em>@UUID[Compendium.pf2e.spells-srd.LiGbewa9pO0yjbsY]</em></li><li><em>@UUID[Compendium.pf2e.spells-srd.GaRQlC9Yw1BGKHfN]</em></li><li><em>@UUID[Compendium.pf2e.spells-srd.U58aQWJ47VrI36yP]</em></li><li><em>@UUID[Compendium.pf2e.spells-srd.qwlh6aDgi86U3Q7H]</em></li><li><em>@UUID[Compendium.pf2e.spells-srd.BilnTGuXrof9Dt9D]</em></li><li><em>@UUID[Compendium.pf2e.spells-srd.OAt2ZEns1gIOCgrn]</em></li></ul><h2>@UUID[Compendium.pf2e.feats-srd.Rqj1kmrnF9M1E6pv] Feat 8</h2><p><strong>Prerequisites</strong> Psychic Duelist Dedication</p><p><strong>Trigger</strong> Your turn in a psychic duel begins.</p><hr /><p>With the merest thought, you realign your mental defenses to your duel's circumstances. You @UUID[Compendium.pf2e.actionspf2e.5p2AMqM9bOVnhwPT].</p><h2>@UUID[Compendium.pf2e.feats-srd.rm8NgrdZNjqpGlC1] Feat 12</h2><p><strong>Prerequisites</strong> Psychic Duelist Dedication</p><p><strong>Frequency</strong> once per day</p><hr /><p>You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a @Check[type:will|dc:resolve(@actor.attributes.classOrSpellDC.value)] save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure.</p><hr /><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel.</p><p><strong>Failure</strong> As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn.</p><p><strong>Critical Failure</strong> As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"OBTmo8rD2x8kFzeH","image":{},"name":"Sleepwalker","sort":18700000,"src":null,"system":{},"text":{"content":"<p>Many think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they sleep, one where even the strangest occurrences seem perfectly normal. Anything is possible inside these dreamscapes, but few sapient creatures have the will and insight to take control and truly explore their unconscious mind.</p><p>Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, taking control of their dreams and walking through the slumbering vistas of others. Some are nefarious manipulators, whispering to the slumbering for personal gain. Others use their powers for good, seeking evildoers and those who corrupt dreams to nightmares. As their power grows, a sleepwalker's appearance gradually becomes slightly indistinct, as though they were blurred around the edges, and those who encounter them find it difficult to recall exact details about their appearance.</p><h2>@UUID[Compendium.pf2e.feats-srd.JStTmD3W8R41WvPg] Feat 4</h2><p><strong>Prerequisites </strong>expert in Occultism</p><hr /><p>You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the @UUID[Compendium.pf2e.actionspf2e.5LW1k5DUkzbbYuYL] action.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.of3G33qoA8oJZ0Le] Feat 6</h2><p><strong>Prerequisites </strong>Sleepwalker Dedication</p><hr /><p>Entering a dream is as natural to you as stepping through a doorway. If you're adjacent to a sleeping creature, you can enter a lucid dreamlike state, a process taking 10 minutes, to mentally walk into their dreamscape. While in the target's dream, you witness its contents, plots, and emotional experiences as an observer, though nothing within the dream can perceive or interact with you. Your target becomes temporarily immune to Infiltrate Dream for 1 week. You can't enter the dreams of a creature that doesn't have a conscious mind or doesn't dream.</p><p>While within the dream, you can attempt an Occultism check against the target's Will DC to interpret symbolism and learn information about a single topic. If the target has no knowledge of the topic, you learn they don't know about the topic unless your result is a critical failure.</p><hr /><p><strong>Critical Success</strong> You learn a piece of information directly relevant to the topic unless the target would want to hide it. If so, you learn something related to the topic but not a direct answer.</p><p><strong>Success</strong> You receive a hint or clue about the topic. This clue will not be inaccurate, but it's cryptic, vague, or may be understandable only with additional information.</p><p><strong>Critical Failure</strong> The dreams mislead you, and you learn an erroneous piece of information.</p><h2>@UUID[Compendium.pf2e.feats-srd.XLIJXGJ1JdJJZQHG] Feat 6</h2><p><strong>Prerequisites </strong>Sleepwalker Dedication</p><p><strong>Requirements</strong> You're in a Daydream Trance</p><hr /><p>You use your daydreams to predict the success of actions, rapidly envisioning the possibilities. Once before the end of your next turn, you can call upon these predictions before you roll a saving throw or skill check. You can roll the saving throw or skill check twice and take the better result.</p><h2>@UUID[Compendium.pf2e.feats-srd.lH8FwUM9bX9rpVsa] Feat 8</h2><p><strong>Prerequisites </strong>Sleepwalker Dedication</p><hr /><p>You learn dream-related magic to aid your studies. Choose <em>@UUID[Compendium.pf2e.spells-srd.yM3KTTSAIHhyuP14]</em> or <em>@UUID[Compendium.pf2e.spells-srd.o4lRVTwSxnOOn5vl]</em> upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom.</p><hr /><p><strong>Special</strong> You can take this feat twice, gaining the spell you didn't select initially the second time.</p><h2>@UUID[Compendium.pf2e.feats-srd.4Bum44iMs6tQz90v] Feat 8</h2><p><strong>Prerequisites </strong>Sleepwalker Dedication</p><hr /><p>While in your trance, you can blur the line between dreams and reality for others. You gain the <em>@UUID[Compendium.pf2e.spells-srd.OmhnoYOzFhrp6rXv]</em> focus spell, which you can use only while you're in a Daydream Trance. You gain a pool of Focus Points with 1 Focus Point and you can Refocus by taking a nap for 10 minutes. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom.</p><h2>@UUID[Compendium.pf2e.feats-srd.7IrZIPP5ePtzzKcI] Feat 12</h2><p><strong>Prerequisites </strong>Infiltrate Dream</p><hr /><p>While Infiltrating a Dream, you can also implant a suggestion in the target's mind. The target must attempt a @Check[type:will|dc:resolve(@actor.system.attributes.classOrSpellDC.value)] save against your class DC or spell DC, whichever is higher, to resist your modification, which has the effects of a <em>@UUID[Compendium.pf2e.spells-srd.GP3wewkQXEPrLxYj]</em> spell, but even on a critical success, the target doesn't realize you were trying to control them and may not recognize your presence in the dream. The suggestion remains in the target's subconscious for 1 week or until triggered. Their memories of carrying out the suggestion are hazy and dreamlike and they may not remember doing it unless later reminded.</p><h2>@UUID[Compendium.pf2e.feats-srd.NIzuFBqmHURIy2oI] Feat 12</h2><p><strong>Prerequisites </strong>Sleepwalker Dedication</p><hr /><p>Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you. All creatures affected by the ritual gain a +4 status bonus on saving throws against <em>@UUID[Compendium.pf2e.spells-srd.Uqj344bezBq3ESdq]</em>, a night hag's dream haunting, or other effects influencing dreams (such as those provided by this archetype) until your next daily preparations. They heal double the usual amount of Hit Points from resting.</p><h2>@UUID[Compendium.pf2e.feats-srd.dBB71rps7dbat4Vo] Feat 14</h2><p><strong>Prerequisites </strong>Sleepwalker Dedication</p><hr /><p>You can transmit a sense of dreamy nonchalance. If you do something especially strange or dangerous while you're in your Daydream Trance, such as entering a restricted area or fighting someone in the street, any creature that isn't one of your allies must attempt a @Check[type:perception|dc:resolve(@actor.system.attributes.classOrSpellDC.value)] check against your class or spell DC (whichever is higher). On a success, it realizes something is amiss, and on a failure, it believes nothing is out of the ordinary. The creature can attempt a new check if you start doing something else strange, but not if you continue on the same course of action it already failed to notice was peculiar.</p><p>Any hostile action by you or your allies against an affected creature automatically ends the effect for that creature. The GM might allow the creature a new check if someone else brings your actions to its attention, such as if someone you're attacking calls out for help. When your trance ends, affected creatures retain their memories of events but likely still view them as unremarkable; unless they are prompted to relate the events, they might not report them.</p><h2>@UUID[Compendium.pf2e.feats-srd.ZXLbIgL3NNplgnuB] Feat 16</h2><p><strong>Prerequisites </strong>Sleepwalker Dedication</p><hr /><p>You've learned to create a shared dreamscape to communicate with others. You can cast <em>@UUID[Compendium.pf2e.spells-srd.rwCh2qTYPA44KEoK]</em> as an innate occult spell.</p><h2>@UUID[Compendium.pf2e.feats-srd.7uofkNynjFy3ofk2] Feat 18</h2><p><strong>Prerequisites </strong>Sleepwalker Dedication</p><hr /><p>You draw no distinction between the sleeping and waking worlds. Your Daydream Trance has an unlimited duration, and you no longer need to take an action to enter it. If you're @UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf] due to sleep, you don't take the -4 penalty to AC, Perception, and Reflex saves, and don't have the @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] condition. You're still @UUID[Compendium.pf2e.conditionitems.XgEqL1kFApUbl5Z2] while asleep. You can act on your turn while asleep, though you're @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 2} until you fully awaken.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ydELQFQq0lGLTvrA","image":{},"name":"Time Mage","sort":21300000,"src":null,"system":{},"text":{"content":"<p>Magic leaves its brand on those who practice it. The veteran pyromancer bears the scorch marks of lessons learned. The archdruid grows to resemble plants or animals in their domain or grove. The professional reanimator can never quite cover up the stench of their grim work.</p><p>The mark left by the practice of time magic is less obvious but no less indelible. With other disciplines, the marks of experience accumulate as magic is learned, creating an equilibrium of sorts between the exercise of power and the necessary consequences. Time magic suffers no such limitations of cause and effect. Distortions and anachronistic thoughts echo back throughout a time mage's entire life, providing a nonlinear perspective that others can find distracting or even alien. The threat of creating a paradox is ever looming. Many a reckless time mage has inadvertently erased themselves from existence, glimpsed a future they now have no choice but to enact, or attracted the attentions of temporal creatures, such as iriis or siktemporas.</p><p>For these reasons, most mages merely dabble in time magic, learning a spell or two here and there. Despite the dangers, a brave few embrace the discipline, for it offers the allure of changing what was and controlling what will be.</p><p><strong>Additional Feats</strong> 10th @UUID[Compendium.pf2e.feats-srd.HLC9g1pwluDl6vy7]; 12th @UUID[Compendium.pf2e.feats-srd.z2ptq23nNBOeEI7H]; 16th @UUID[Compendium.pf2e.feats-srd.N7CM5CmHuZ1cylV9]; 20th @UUID[Compendium.pf2e.feats-srd.NvEYf0jIETEu2LtP]</p><h2>@UUID[Compendium.pf2e.feats-srd.bTQVvkEuPj9QAiAi] Feat 6</h2><p><strong>Prerequisites </strong>You have a spellcasting class feature</p><p>You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand. As some of your future knowledge leaks back to your present self, you gain the <em>@UUID[Compendium.pf2e.spells-srd.3wmX7htzOXiHLdAn]</em> domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus activity to revisit moments from your past and contemplate futures yet to come. If you already knew <em>delay consequence</em> from a feat or ability that allows you to gain your choice of domain spell, such as Domain Initiate, then when you take this feat, you can retrain that option to gain a different domain spell instead as your personal timeline rearranges itself. You also gain <em>@UUID[Compendium.pf2e.spells-srd.BvNbDwFYaidKJG9j]</em> as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype's prerequisites.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the time mage archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.TXXrkkFfNSWgHrn5] Feat 7</h2><p><strong>Prerequisites </strong>Time Mage Dedication; master in Perception</p><hr /><p>The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted. You're automatically aware if any creature that you observe is under the effects of the @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3] or @UUID[Compendium.pf2e.conditionitems.nlCjDvLMf2EkV2dl] conditions. You have a general idea when you're in the vicinity of time-manipulating phenomena, though this grants you no particular insight into the specific effects of the anomaly. Particularly subtle temporal anomalies might still escape your notice, requiring a Perception check, as determined by the GM. If you're legendary in Arcana, Nature, or Occultism, or Religion, whenever a creature that you can observe gains the benefits of <em>@UUID[Compendium.pf2e.spells-srd.1dsahW4g1ggXtypx]</em> or similar effects, you can observe what happens during the stopped time, though you still can't act yourself for the duration.</p><h2><br />@UUID[Compendium.pf2e.feats-srd.gHcVxdMksOaGaiCx] Feat 8</h2><p><strong>Prerequisites </strong>Time Mage Dedication</p><hr /><p>The secrets of time peel back, revealing deeper truths. You gain either the <em>@UUID[Compendium.pf2e.spells-srd.cOwSsSXRsBaXUvlr]</em> domain spell or the <em>@UUID[Compendium.pf2e.spells-srd.s3LISC5Z55urpBgU]</em> focus spell. Increase the number of Focus Points in your pool by 1.</p><hr /><p><strong>Special</strong> You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.</p><h2>@UUID[Compendium.pf2e.feats-srd.yg1ZTjHuSiQJFO0i] Feat 8</h2><p><strong>Prerequisites </strong>Time Mage Dedication</p><hr /><p>More future memories of time magic percolate back to the present, teaching you spells you've yet to learn. Add <em>@UUID[Compendium.pf2e.spells-srd.3mQkAjexj6hhAnkR]</em>, <em>@UUID[Compendium.pf2e.spells-srd.OdqM06M0wDUqZWiR]</em>, <em>@UUID[Compendium.pf2e.spells-srd.o6YCGx4lycsYpww4]</em>, <em>@UUID[Compendium.pf2e.spells-srd.mLAYvbafVKfBgEhz]</em>, <em>@UUID[Compendium.pf2e.spells-srd.lETZeqBPoj2htGVk]</em>, <em>@UUID[Compendium.pf2e.spells-srd.WsUwpfmhKrKwoIe3]</em>, and <em>@UUID[Compendium.pf2e.spells-srd.3E1p58MNQMO4GAxt]</em> to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.</p><h2>@UUID[Compendium.pf2e.feats-srd.TDaf3DbWymxPmHrO] Feat 8</h2><p><strong>Prerequisites </strong>Time Mage Dedication</p><hr /><p>Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline-for instance, instead of summoning a generic or random troll with <em>@UUID[Compendium.pf2e.spells-srd.e9UJoVYUd5kJWUpi]</em>, you summon a troll version of yourself from a timeline where you're a troll. If your next action is to @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a -2 penalty to all skills in which you're untrained.</p><h2>@UUID[Compendium.pf2e.feats-srd.wuMa6iJyZ83LYJXH] Feat 10</h2><p><strong>Prerequisites </strong>Time Mage Dedication</p><hr /><p>You know your spell will be needed not now but in a few moments, so you cast your magic into the future. If your next action is to @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of Casting the Spell itself, such as an Attack of Opportunity reaction or ending a foe's @UUID[Compendium.pf2e.conditionitems.AdPVz7rbaVSRxHFg] condition by taking a hostile action, aren't delayed.</p><h2>@UUID[Compendium.pf2e.feats-srd.hKemfam7Hvkllsgp] Feat 16</h2><p><strong>Prerequisites </strong>Time Mage Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, negative effects, afflictions, conditions, and persistent damage. Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages.</p><h2>@UUID[Compendium.pf2e.feats-srd.Ky7ZEtt4TchQNmFc] Feat 18</h2><p><strong>Prerequisites </strong>Time Mage Dedication</p><p><strong>Frequency</strong> once per day</p><hr /><p>You invest in two futures, then choose the one to make a reality. You Cast two Spells that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"G3AtnAkIKNHrahmd","image":{},"name":"Vampire","sort":22500000,"src":null,"system":{},"text":{"content":"<p>After being exsanguinated by a vampire, you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood.</p><section class=\"info\"><h4>Vampire Vulnerabilities</h4><p><strong>Revulsion</strong>: You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to @UUID[Compendium.pf2e.actionspf2e.xjGwis0uaC2305pm] ) . If you involuntarily come within 10 feet of an object of your revulsion, you gain the @UUID[Compendium.pf2e.conditionitems.sDPxOjQ9kx2RZE8D] condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for [[/r 1d6]]{1d6} rounds, or 1 hour on a critical success.</p><p><strong>Sunlight</strong>: If exposed to direct sunlight, you immediately become @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 1} . The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors.</p></section><h2>@UUID[Compendium.pf2e.feats-srd.I5hzE0XT2BsjatS3] Feat 2</h2><p><strong>Prerequisites </strong>You were killed by a vampire drinking your blood</p><hr /><p>You're a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain @UUID[Compendium.pf2e.ancestryfeatures.dkZ8RxdQFJrdxwQo] and @UUID[Compendium.pf2e.ancestryfeatures.bHUrm79wJCcI7L3A] vulnerabilities detailed on and the @UUID[Compendium.pf2e.actionspf2e.49F65W6VwuXhmv8K] ability.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the vampire archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.RL4GrJ2vTrdJuzW1] Feat 4</h2><p><strong>Prerequisites </strong>Vampire Dedication; trained in Athletics</p><hr /><p>You climb like a spider. You gain a climb Speed of 15 feet.</p><h2>@UUID[Compendium.pf2e.feats-srd.lkLwEfc3ZhLJSkVr] Feat 4</h2><p><strong>Prerequisites </strong>Vampire Dedication; trained in Deception or Diplomacy</p><hr /><p>Against humanoids, you gain a +1 circumstance bonus to Deception checks to @UUID[Compendium.pf2e.actionspf2e.ewwCglB7XOPLUz72], and to Diplomacy checks to @UUID[Compendium.pf2e.actionspf2e.plBGdZhqq5JBl1D8] and @UUID[Compendium.pf2e.actionspf2e.OX4fy22hQgUHDr0q].</p><p>Once per day, you can cast <em>@UUID[Compendium.pf2e.spells-srd.vLA0q0WOK2YPuJs6]</em> as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the visual trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level charm when you are 19th level.</p><h2>@UUID[Compendium.pf2e.feats-srd.8bDwJieEVCjrceM7] Feat 4</h2><p><strong>Prerequisites </strong>Vampire Dedication; trained in Nature</p><hr /><p>You have an innate connection with other creatures of the night and understand some of them. You can ask questions of, receive answers from, and use Diplomacy with bats, rats, and wolves. You also gain a +1 circumstance bonus to @UUID[Compendium.pf2e.actionspf2e.OX4fy22hQgUHDr0q] on such animals.</p><p>Once per day, you can cast <em>@UUID[Compendium.pf2e.spells-srd.Aap7nGpC7neTWm78]</em> as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level animal allies when you are 19th level.</p><h2>@UUID[Compendium.pf2e.feats-srd.l9PYldtyPr7Q8Xow] Feat 6</h2><p><strong>Prerequisites </strong>Vampire Dedication</p><hr /><p>Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits and can't be destroyed by sunlight. This doesn't prevent you from becoming @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3] by exposure to the sun.</p><h2>@UUID[Compendium.pf2e.feats-srd.ZhhITE2ZMX7UZUge] Feat 6</h2><p><strong>Prerequisites </strong>Vampire Dedication</p><hr /><p>Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.</p><p>If you hit the same enemy with two consecutive claw Strikes in the same round, you can attempt to @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD] that same target as a free action, provided you take that action immediately after the second Strike.</p><h2>@UUID[Compendium.pf2e.feats-srd.IZupJre7o5We2VrK] Feat 8</h2><p><strong>Prerequisites </strong>Vampire Dedication</p><hr /><p>You aim for your victim's prominent arteries. Your fangs Strike deals an additional [[/r 1d6[bleed]]] on a critical hit. At 14th level, the persistent bleed damage increases to [[/r 2d6[bleed]]], and at 20th level, the persistent bleed damage increases to [[/r 3d6[bleed]]].</p><h2>@UUID[Compendium.pf2e.feats-srd.FOk8xTCHcHYyENu2] Feat 10</h2><p><strong>Prerequisites </strong>Vampire Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>You can transform into a bat. You gain the effects of a 4th-level <em>@UUID[Compendium.pf2e.spells-srd.gfPjmG6Fe6D3MFjl]</em> spell. At 14th level, you can choose to spend two actions instead of one to gain the effects of a 4th- or 5th-level <em>@UUID[Compendium.pf2e.spells-srd.NzXpEzcZAjuDTZjK]</em> spell instead (bat form only).</p><h2>@UUID[Compendium.pf2e.feats-srd.bqBCatllklPceA34] Feat 10</h2><p><strong>Prerequisites </strong>Vampire Dedication</p><p><strong>Frequency</strong> once per hour</p><hr /><p>You turn into vapor, gaining the effects of <em>@UUID[Compendium.pf2e.spells-srd.V8wXOsoejQhe6CyG]</em>.</p><h2>@UUID[Compendium.pf2e.feats-srd.MsieJK35tAP6gFGv] Feat 12</h2><p><strong>Prerequisites </strong>Vampire Dedication</p><hr /><p>You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery. If you rest inside your coffin for 10 minutes, you regain Hit Points equal to your Constitution modifier x half your level. You can still be healed in other ways during that time, though you're @UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf] and therefore unable to heal yourself. The GM might allow you to Refocus while resting, depending on whether it's a type of Refocusing you can achieve while you slumber.</p><p>If you would be destroyed, you instead remain near death. This doesn't change your dying or wounded value, and you remain unconscious. After 1 hour, you're destroyed. If returned to your coffin before that hour is up, you avoid destruction; if you spend 1 hour resting in your coffin, you regain 1 HP and lose the dying and wounded conditions. You can't be healed in any other way when near death.</p><p>Your coffin can't heal you if you're staked through the chest. You can be staked only if unconscious, and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function.</p><h2>@UUID[Compendium.pf2e.feats-srd.h7KZXNRm1gLV1yTt] Feat 14</h2><p><strong>Prerequisites </strong>Coffin Bound; Turn to Mist</p><p><strong>Trigger</strong> You are reduced to 0 HP.</p><hr /><p>As you fall, your body reacts to defend itself. You Turn to Mist. This doesn't expend a use of Turn to Mist, and you can use Mist Escape even if you've already Turned to Mist in the same day. You take move actions to move directly toward your coffin even though you are at 0 HP, though you aren't conscious and don't have control over how you do so. While at 0 HP in this form, you are unaffected by further damage. You automatically return to your corporeal form, @UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf], if you reach your coffin or after 1 hour when you are destroyed, whichever one comes first.</p><h2>@UUID[Compendium.pf2e.feats-srd.yqIorA6QGWmbKoOz] Feat 16</h2><p><strong>Prerequisites </strong>Manipulative Charm</p><hr /><p>You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level <em>@UUID[Compendium.pf2e.spells-srd.OsOhx3TGIZ7AhD0P]</em> as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the visual trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't Cast the Spell again within 24 hours. If you are destroyed, all your dominate spells from Dominating Gaze immediately end.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"G38usCLuTDmFYw7V","image":{},"name":"Zombie","sort":24100000,"src":null,"system":{},"text":{"content":"<p>You are a zombie, a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie, preserved through necromantic rites and alchemical reagents. The process worked especially well on you, and you retained your intelligence and identity to a far greater degree than other husk zombies.</p><p>It's not easy being a corpse. Your body continues to rot and putrefy, and the stench is ever present. Your old self keeps slipping away, more and more as the weeks pass by. Your reflexes have slowed, you're beginning to lose your sense of touch, and your emotions are dulling. As your body continues to decay, so too, does your mind. Your memory's not perfect, and although you haven't noticed any huge gaps or flaws yet, you have a feeling they're there somewhere.</p><p>Unlike your other senses, your hunger has intensified. You ceaselessly crave the raw flesh and brains of the living—the smarter the better—and satisfying this hunger is the only thing that makes you feel alive. When you eat, you're reinvigorated; feeling returns and the constant mental torpor you live under vanishes. You feel like yourself again... for a time.</p><p>One day you might be nothing more than a walking corpse, but for now, you retain your personality and your free will. Feeding your hunger might allow you to remain that way.</p><p><strong>Additional Feats</strong> 4th @UUID[Compendium.pf2e.feats-srd.A4sV0cRU9I8ztbHY], @UUID[Compendium.pf2e.feats-srd.dF1HR6TqyMz03o6F], @UUID[Compendium.pf2e.feats-srd.hGjmbTNBUiJqYvsE]; 14th @UUID[Compendium.pf2e.feats-srd.U5hjS5qFrtGHWlVG]</p><h2>@UUID[Compendium.pf2e.feats-srd.ZR5Buon23cDQ1ryB] Feat 2</h2><p><strong>Prerequisites </strong>You died and were animated as a husk zombie</p><hr /><p>Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the undead and zombie traits, and the basic undead benefits. Unlike a typical zombie, you're not mindless. Reduce all your Speeds by 5 feet. Your fist loses the nonlethal trait.</p><p>Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body.</p><p>While your body is deteriorated, you're @UUID[Compendium.pf2e.conditionitems.xYTAsEpcJE1Ccni3]{Slowed 1}. You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the slowed condition from deterioration through any other means.</p><p>You crave the flesh of the living. You gain a jaws unarmed attack that deals 1d8 piercing damage. Your jaws are in the brawling group and have the unarmed trait. You can use your jaws Strike only against a creature that's @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] or @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM] by you.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the zombie archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.ifiaewasPbc091BQ] Feat 4</h2><p><strong>Prerequisites </strong>Zombie Dedication</p><hr /><p>You fight just as well on the ground as you do standing up. While you are @UUID[Compendium.pf2e.conditionitems.j91X7x0XSomq8d60], you are always @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz]{Taking Cover} against ranged attacks, you ignore the status penalty on your attack rolls from being prone, and you gain a +1 circumstance bonus to Athletics checks to @UUID[Compendium.pf2e.actionspf2e.ge56Lu1xXVFYUnLP].</p><p>You can choose to move up to half your Speed when you @UUID[Compendium.pf2e.actionspf2e.Tj055UcNm6UEgtCg]. You can instead move up to your full Speed when you Crawl, but if you do, you must succeed at a @Check[type:flat|dc:6] or your body deteriorates.</p><h2>@UUID[Compendium.pf2e.feats-srd.Tln47zk8F8nswrEI] Feat 4</h2><p><strong>Prerequisites </strong>Zombie Dedication</p><p><strong>Requirements</strong> You are adjacent to a @UUID[Compendium.pf2e.conditionitems.VcDeM8A5oI6VqhbM] or @UUID[Compendium.pf2e.conditionitems.fBnFDH2MTzgFijKf] creature, or a deceased creature that died in the past hour.</p><hr /><p>You feast upon an adjacent restrained or unconscious creature, or a deceased creature that died in the past hour. If the creature is alive, you deal damage equal to your jaws damage. Whether it's alive or not, you gain a number of temporary Hit Points equal to half your level that last for 1 minute.</p><p>You can instead choose to gain temporary Hit Points equal to double your level, but if you do, you must succeed at a @Check[type:flat|dc:6] or your body deteriorates.</p><h2>@UUID[Compendium.pf2e.feats-srd.qpoE2KhsPbF1ZDsx] Feat 4</h2><p><strong>Prerequisites </strong>Zombie Dedication</p><hr /><p>Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnashing. You Stride. If you end your movement within melee reach of a living creature, you can make an Athletics check to @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD] that creature. If you succeed, you then make a jaws Strike against that creature.</p><h2>@UUID[Compendium.pf2e.feats-srd.Fpsd8Y8qJ3Tdbiyz] Feat 6</h2><p><strong>Prerequisites </strong>Feast</p><p><strong>Trigger</strong> You Feast upon a humanoid's brain. The humanoid can't be mindless (or, if you're Feasting on a corpse, can't have been mindless while alive).</p><hr /><p>You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to Recall Knowledge for 1 hour. If the humanoid had a higher modifier to the skill check you're using to Recall Knowledge than you do, the status bonus increases to +2.</p><h2>@UUID[Compendium.pf2e.feats-srd.55wEtw47Zl11uqlr] Feat 6</h2><p><strong>Prerequisites </strong>Zombie Dedication</p><hr /><p>As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the @UUID[Compendium.pf2e.ancestryfeatures.YGk41WV42aTM7CQV] as well as a +1 circumstance bonus on saving throws against emotion and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an emotion or pain effect, you get a critical success instead.</p><h2>@UUID[Compendium.pf2e.feats-srd.EG27noJj9KzyB2i4] Feat 8</h2><p><strong>Prerequisites </strong>Zombie Dedication</p><hr /><p>Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the minion trait. While severed, your limb has the statistics of a familiar without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can Interact with things, and it can still make any unarmed Strikes it could have made while attached to you (usually a fist Strike). Any Strikes it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with Form of the Fiend, giving you a tail unarmed attack).</p><p>You gain the @UUID[Compendium.pf2e.actionspf2e.x1qSEkzHAviQ5jry] action.</p><h2>@UUID[Compendium.pf2e.feats-srd.X71qmyGpKN1XAoT6] Feat 8</h2><p><strong>Prerequisites </strong>Zombie Dedication</p><hr /><p>You may be slower than you were in life, but your pace is unfaltering. Stride twice, or three times if you spent 3 actions to Shamble. During this movement, you ignore difficult terrain and greater difficult terrain.</p><p>You can choose to ignore all circumstance and status penalties to your Speed when you Shamble. If you do, you must succeed at a @Check[type:flat|dc:6] when you finish Shambling or your body deteriorates.</p><h2>@UUID[Compendium.pf2e.feats-srd.AqVyKiIjISDBFRA0] Feat 8</h2><p><strong>Prerequisites </strong>Zombie Dedication</p><p><strong>Frequency</strong> once per hour</p><p><strong>Trigger</strong> You would be reduced to 0 HP.</p><hr /><p>You're relentless and nigh unkillable, shrugging off blows that should destroy you, though they might make your body start to fall apart. You are reduced to 1 HP instead of 0 HP. You must succeed at a @Check[type:flat|dc:6] or your body deteriorates.</p><p></p><h2>@UUID[Compendium.pf2e.feats-srd.pZUmoCqxBJfZmeqm] Feat 12</h2><p><strong>Prerequisites </strong>Zombie Dedication</p><hr /><p>Wounds you inflict with your unarmed attacks fester and rot, becoming infected and difficult to heal. The DC to Treat these Wounds using Medicine increases by 5, and magically or alchemically healing these wounds requires a counteract check against your class DC or spell DC, whichever is higher. Succeeding at any of these removes the disease. The effect also ends if the creature is healed to full Hit Points by any means.</p><h2>@UUID[Compendium.pf2e.feats-srd.Vzbu8tclrsS2IBYU] Feat 14</h2><p><strong>Prerequisites </strong>Zombie Dedication</p><p><strong>Requirements</strong> Your last action was a successful fist Strike against a creature no more than one size larger than you.</p><hr /><p>You seize your foe and pull it close. The foe you hit is @UUID[Compendium.pf2e.conditionitems.kWc1fhmv9LBiTuei] as if you succeeded at an Athletics check to @UUID[Compendium.pf2e.actionspf2e.PMbdMWc2QroouFGD] the foe.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"Ux0sa5SUBu616i5k","image":{},"name":"Alchemist","sort":300000,"src":null,"system":{},"text":{"content":"<p>You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation.</p><h2>@UUID[Compendium.pf2e.feats-srd.CJMkxlxHiHZQYDCz] Feat 2</h2><p><strong>Prerequisites </strong>Intelligence 14</p><hr /><p>You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. You gain the alchemist's @UUID[Compendium.pf2e.classfeatures.wySB9VHOW1v3TX1L] 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, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn't increase on its own.</p><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the alchemist archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.h5ZT9i79BFVJ0VfE] Feat 4</h2><p><strong>Prerequisites </strong>Alchemist Dedication</p><hr /><p>You gain a 1st- or 2nd-level alchemist feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.NlEZ0piDxg9buXCL] Feat 4</h2><p><strong>Prerequisites </strong>Alchemist Dedication</p><hr /><p>You gain the @UUID[Compendium.pf2e.actionspf2e.yzNJgwzV9XqEhKc6] action.</p><h2>@UUID[Compendium.pf2e.feats-srd.HtH8MONAzx4eYuJY] Feat 6</h2><p><strong>Prerequisites </strong>Basic Concoction</p><hr /><p>You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another alchemist feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.soHLtpMM9h3AE7PD] Feat 6</h2><p><strong>Prerequisites </strong>Alchemist Dedication; expert in Crafting</p><hr /><p>Your advanced alchemy level increases to 3. At 10th level, it increases to 5.</p><h2>@UUID[Compendium.pf2e.feats-srd.f6k9lIrIS4SfnCnG] Feat 12</h2><p><strong>Prerequisites </strong>Alchemist Dedication; master in Crafting</p><hr /><p>Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"uYCTmos3yZtbD9qs","image":{},"name":"Barbarian","sort":1500000,"src":null,"system":{},"text":{"content":"<p>There's a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities.</p><h2>@UUID[Compendium.pf2e.feats-srd.WVU0c8rgcpGSRqSi] Feat 2</h2><p><strong>Prerequisites </strong>Strength 14; Constitution 14</p><hr /><p>You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC. You can use the @UUID[Compendium.pf2e.actionspf2e.Ah5g9pDwWF9b9VW9] action. Choose an @UUID[Compendium.pf2e.classfeatures.dU7xRpg4kFd01hwZ] as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants.</p><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the barbarian archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.HpT1GlcnkCBnDnVF] Feat 4</h2><p><strong>Prerequisites </strong>Barbarian Dedication; class granting no more Hit Points per level than 10 + your Constitution modifier</p><hr /><p>You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way.</p><h2>@UUID[Compendium.pf2e.feats-srd.Sr6CcCXceV8ALAmB] Feat 4</h2><p><strong>Prerequisites </strong>Barbarian Dedication</p><hr /><p>You gain a 1st- or 2nd-level barbarian feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.lt9bQDI7ZXPA7wPw] Feat 6</h2><p><strong>Prerequisites </strong>Basic Fury</p><hr /><p>You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another barbarian feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.4T9HHOdTk3yVbeoO] Feat 6</h2><p><strong>Prerequisites </strong>Barbarian Dedication</p><hr /><p>You gain the instinct ability for the instinct you chose for Barbarian Dedication.</p><h2>@UUID[Compendium.pf2e.feats-srd.jPBqvEH2jLlvDr6M] Feat 12</h2><p><strong>Prerequisites </strong>Barbarian Dedication; expert in Fortitude saves</p><hr /><p>Your proficiency rank in Fortitude saves increases to master.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"oBlKgVYRup5ORqx1","image":{},"name":"Bard","sort":1550000,"src":null,"system":{},"text":{"content":"<p>A muse has called you to dabble in occult lore, allowing you to cast a few spells. The deeper you delve, the more powerful your performances become.</p><h2>@UUID[Compendium.pf2e.feats-srd.dIH771mt4PcVTyAs] Feat 2</h2><p><strong>Prerequisites </strong>Charisma 14</p><hr /><p>You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse's feats, but you don't gain any of the other abilities it grants.</p><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the bard archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.NSyzjkDdQU2A75mX] Feat 4</h2><p><strong>Prerequisites </strong>Bard Dedication</p><hr /><p>You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level.</p><h2>@UUID[Compendium.pf2e.feats-srd.JM0umAUx30mAkuTz] Feat 4</h2><p><strong>Prerequisites </strong>Bard Dedication</p><hr /><p>You gain a 1st- or 2nd-level bard feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.eTqWgfojpvuigdvx] Feat 6</h2><p><strong>Prerequisites </strong>Basic Muse's Whispers</p><hr /><p>You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another bard feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.t5zeg3m9rEnWnYXY] Feat 6</h2><p><strong>Prerequisites </strong>Bard Dedication</p><hr /><p>You gain the <em>@UUID[Compendium.pf2e.spells-srd.WILXkjU5Yq3yw10r]</em> composition spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging your muse.</p><h2>@UUID[Compendium.pf2e.feats-srd.CIRseixX8dr36ZQK] Feat 8</h2><p><strong>Prerequisites </strong>Bard Dedication</p><hr /><p>You gain the <em>@UUID[Compendium.pf2e.spells-srd.IAjvwqgiDr3qGYxY]</em> composition cantrip.</p><h2>@UUID[Compendium.pf2e.feats-srd.Yvxr1Q2TslWiKqqi] Feat 8</h2><p><strong>Prerequisites </strong>Basic Bard Spellcasting</p><hr /><p>Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest spell slots.</p><h2>@UUID[Compendium.pf2e.feats-srd.0RB3f3J7gOEv3fni] Feat 8</h2><p><strong>Prerequisites </strong>Basic Bard Spellcasting; master in Occultism</p><hr /><p>You gain the expert spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.eJNzP21lFPV3zWkm] Feat 18</h2><p><strong>Prerequisites </strong>Expert Bard Spellcasting; legendary in Occultism</p><hr /><p>You gain the master spellcasting benefits.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"DXtjeVaWNB8zSjpA","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.DXtjeVaWNB8zSjpA"}},"image":{},"name":"Champion","sort":4050000,"src":null,"system":{},"text":{"content":"<p>You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause.</p><h2>@UUID[Compendium.pf2e.feats-srd.0YjetnLVIUz9zQt5] Feat 2</h2><p><strong>Prerequisites </strong>Strength 14; Charisma 14</p><hr /><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><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><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the champion archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.uKBT0D9gxdwMcwNl] Feat 4</h2><p><strong>Prerequisites </strong>Champion Dedication</p><hr /><p>You gain a 1st- or 2nd-level champion feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.qWb5IxkBUpJWKSLf] Feat 4</h2><p><strong>Prerequisites </strong>Champion Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier</p><hr /><p>You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.</p><h2>@UUID[Compendium.pf2e.feats-srd.jlLWz8e7PpLFt0Ed] Feat 4</h2><p><strong>Prerequisites </strong>Champion Dedication</p><hr /><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><h2>@UUID[Compendium.pf2e.feats-srd.7JjNWSuutkjrMrd0] Feat 6</h2><p><strong>Prerequisites </strong>Basic Devotion</p><hr /><p>You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another champion feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.7wk6yVM3OJdc4LEU] Feat 6</h2><p><strong>Prerequisites </strong>Champion Dedication</p><hr /><p>You can use the champion's reaction associated with your cause.</p><h2>@UUID[Compendium.pf2e.feats-srd.lix0Utu4g8mQ0ZtI] Feat 6</h2><p><strong>Prerequisites </strong>Champion Dedication</p><hr /><p>You gain a divine ally of your choice.</p><h2>@UUID[Compendium.pf2e.feats-srd.jEq4JcZb0LpKOZy1] Feat 14</h2><p><strong>Prerequisites</strong> Champion Dedication; expert in unarmored defense or one or more types of armor</p><hr /><p>Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ZJHhPFjLnizAaUM1","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.ZJHhPFjLnizAaUM1"}},"image":{},"name":"Cleric","sort":4125000,"src":null,"system":{},"text":{"content":"<p>You are an ordained priest of your deity and have even learned how to cast a few divine spells. Though your main training lies elsewhere, your religious calling provides you divine gifts.</p><h2>@UUID[Compendium.pf2e.feats-srd.smCDaPlpRDA47xjK] Feat 2</h2><p><strong>Prerequisites </strong>Wisdom 14</p><hr /><p>You cast spells like a cleric. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity's anathema. 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 don't gain any other abilities from your choice of deity.</p><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the cleric archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.gc24C5CyWgqn1Lbl] Feat 4</h2><p><strong>Prerequisites </strong>Cleric Dedication</p><hr /><p>You gain the basic spellcasting benefits. You can prepare your deity's spells in your spell slots of the appropriate level from the cleric archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.7Pb1WL8abrPBTPrH] Feat 4</h2><p><strong>Prerequisites </strong>Cleric Dedication</p><hr /><p>You gain a 1st- or 2nd-level cleric feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.tkMEdh0gM07teWkx] Feat 6</h2><p><strong>Prerequisites </strong>Basic Dogma</p><hr /><p>You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another cleric feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.XRIWWrXfghsQce4S] Feat 8</h2><p><strong>Prerequisites </strong>Basic Cleric Spellcasting</p><hr /><p>You can cast more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest spell slots.</p><h2>@UUID[Compendium.pf2e.feats-srd.PLTOCEAvqBS05pZu] Feat 12</h2><p><strong>Prerequisites </strong>Basic Cleric Spellcasting, master in Religion</p><hr /><p>You gain the expert spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.bc6tcXSzakyCbQsS] Feat 18</h2><p><strong>Prerequisites </strong>Expert Cleric Spellcasting, legendary in Religion</p><hr /><p>You gain the master spellcasting benefits.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"gbBf6x89m4SEFpsL","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.gbBf6x89m4SEFpsL"}},"image":{},"name":"Druid","sort":5100000,"src":null,"system":{},"text":{"content":"<p>You have entered a druidic circle and learned a few of the order's secrets, granting you primal power.</p><h2>@UUID[Compendium.pf2e.feats-srd.vhw3n86TEs6laopA] Feat 2</h2><p><strong>Prerequisites </strong>Wisdom 14</p><hr /><p>You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells. You learn the Druidic language, and you are bound by the druid's anathema. Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order's feats. You become trained in Nature and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order.</p><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the druid archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.PNG7e39mEhq1MorG] Feat 4</h2><p><strong>Prerequisites </strong>Druid Dedication</p><hr /><p>You gain the basic spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.kUa8PBjKmBk04zmc] Feat 4</h2><p><strong>Prerequisites </strong>Druid Dedication</p><hr /><p>You gain a 1st- or 2nd-level druid feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.TaoV7ArAuZjxpeQB] Feat 4</h2><p><strong>Prerequisites </strong>Druid Dedication</p><hr /><p>You gain the initial order spell from your order. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by being one with nature.</p><h2>@UUID[Compendium.pf2e.feats-srd.l9K62T7qMCvJXUoY] Feat 6</h2><p><strong>Prerequisites </strong>Basic Wilding</p><hr /><p>You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another druid feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.niKCBA11zzgGT1PU] Feat 8</h2><p><strong>Prerequisites </strong>Basic Druid Casting</p><hr /><p>Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest spell slots.</p><h2>@UUID[Compendium.pf2e.feats-srd.saEwTvJuiemEIfLm] Feat 12</h2><p><strong>Prerequisites </strong>Basic Druid Casting; master in Nature</p><hr /><p>You gain the expert spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.218WeRqUqdnguRdS] Feat 18</h2><p><strong>Prerequisites </strong>Expert Druid Casting; legendary in Nature</p><hr /><p>You gain the master spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.CuJzCxGwd1EZDift] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X] a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a -2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the @UUID[Compendium.pf2e.feats-srd.sIeuPW0j39fTZm08] feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action.</p><h2>@UUID[Compendium.pf2e.feats-srd.HxO0Sh3hNFMoSsTB] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to @UUID[Compendium.pf2e.actionspf2e.SkZAQRkLLkmBQNB9].</p><h2>@UUID[Compendium.pf2e.feats-srd.f4k5ripShCn5orZB] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.nn7DiYYWinsSYrZy] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. @UUID[Compendium.pf2e.feat-effects.kzSjzK72CQ67wfBH]</p><p>You also gain the @UUID[Compendium.pf2e.adventure-specific-actions.KIU5eDZP9VyQIfas] reaction.</p><h2>@UUID[Compendium.pf2e.feats-srd.SS8JSDB2P0SFX1KH] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.tFUo2tsdreWBxMfs] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to @UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa] or @UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4] as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] to Sneak.</p><h2>@UUID[Compendium.pf2e.feats-srd.dj0aOPPcDOqmptpX] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast <em>@UUID[Compendium.pf2e.spells-srd.qsNeG9KZpODSACMq]</em> once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe.</p><h2>@UUID[Compendium.pf2e.feats-srd.6PCNYExygF5890Fl] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask grants you the toughness of Elephant, the Conjured Chronicle. Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.XHOhAHv2HLdJQz2q] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action.</p><h2>@UUID[Compendium.pf2e.feats-srd.20Yax5lEqjftKBHZ] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"inxtk4rYj2UZaytg","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.inxtk4rYj2UZaytg"}},"image":{},"name":"Fighter","sort":6700000,"src":null,"system":{},"text":{"content":"<p>You have spent time learning the art of warfare, increasing your skill with martial arms and at wearing armor. With further training, you can become a true combat specialist.</p><h2>@UUID[Compendium.pf2e.feats-srd.mvNa9KfQooHYEXoA] Feat 2</h2><p><strong>Prerequisites </strong>Strength 14; Dexterity 14</p><hr /><p>You become trained in simple weapons and martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC.</p><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the fighter archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.baD02AcIpU7xUBlD] Feat 4</h2><p><strong>Prerequisites </strong>Fighter Dedication</p><hr /><p>You gain a 1st- or 2nd-level fighter feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.PLz1oIEGJojVUBsW] Feat 4</h2><p><strong>Prerequisites</strong> Fighter Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier</p><hr /><p>You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.</p><h2>@UUID[Compendium.pf2e.feats-srd.OqU6QXkMrZqToEEi] Feat 4</h2><p><strong>Prerequisites </strong>Fighter Dedication</p><hr /><p>You gain the @UUID[Compendium.pf2e.actionspf2e.KAVf7AmRnbCAHrkT] reaction.</p><h2>@UUID[Compendium.pf2e.feats-srd.euWpgjPNcDjeXAWQ] Feat 6</h2><p><strong>Prerequisites </strong>Basic Maneuver</p><hr /><p>You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another fighter feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.pu1U9ZWVVG1Lc94t] Feat 12</h2><p><strong>Prerequisites</strong> Fighter Dedication; expert in any kind of weapon or unarmed attack</p><hr /><p>Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.</p><p></p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"CSVoyUvynmM5LzPW","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.CSVoyUvynmM5LzPW"}},"image":{},"name":"Gunslinger","sort":9350000,"src":null,"system":{},"text":{"content":"<p>You like a weapon that makes an impression almost as much as you like making an impression.</p><h2>@UUID[Compendium.pf2e.feats-srd.USt0jwK8XI5loG4E] Feat 2</h2><p><strong>Prerequisites </strong>Dexterity 14</p><hr /><p>You become trained in simple and martial crossbows and simple and martial firearms. You become trained in gunslinger class DC. Choose a @UUID[Compendium.pf2e.classfeatures.LDqVxLKrwEqSegiu]{Gunslinger Way}. You become trained in your way's associated skill; if you were already trained in this skill, you become trained in a skill of your choice. You don't gain any other abilities from your choice of way.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the gunslinger archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.1VrV24hhPSEvuKgT] Feat 4</h2><p><strong>Prerequisites </strong>Gunslinger Dedication</p><hr /><p>You gain a 1st- or 2nd-level gunslinger feat of your choice.</p><h2>@UUID[Compendium.pf2e.feats-srd.XkemuXgSQtxFAhZ8] Feat 6</h2><p><strong>Prerequisites </strong>Basic Shooting</p><hr /><p>You gain one gunslinger feat. For the purpose of meeting its prerequisites, your gunslinger level is equal to half your level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another gunslinger feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.JxSxCTJOOayIdO4B] Feat 6</h2><p><strong>Prerequisites </strong>Gunslinger Dedication</p><hr /><p>You've learned a gunslinger's tricks for staking out your territory in a fight. You gain the initial deed for the way you selected with Gunslinger's Dedication.</p><h2>@UUID[Compendium.pf2e.feats-srd.6dJokwhIMvjAHL52] Feat 10</h2><p><strong>Prerequisites </strong>Gunslinger Dedication</p><hr /><p>You've mastered the reloading techniques and methods usually practiced by only the most dedicated firearm professionals. You gain the slinger's reload for the way you selected with Gunslinger's Dedication.</p><h2>@UUID[Compendium.pf2e.feats-srd.W7Rkw1L5QxHvgeUW] Feat 12</h2><p><strong>Prerequisites </strong>Gunslinger Dedication; expert in Perception</p><hr /><p>Your practice with crossbows and firearms has sharpened your attention to detail. You become a master in Perception.</p><h2>@UUID[Compendium.pf2e.feats-srd.UotFrqA7zAxtpJdE] Feat 12</h2><p><strong>Prerequisites</strong> Gunslinger Dedication; expert in any kind of weapon or unarmed attack</p><hr /><p>You've become an expert with your chosen weapons. Your proficiency ranks for simple and martial crossbows and simple and martial firearms increase to expert.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"aAm6jY2k5qBuWETd","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.aAm6jY2k5qBuWETd"}},"image":{},"name":"Inventor","sort":10700000,"src":null,"system":{},"text":{"content":"<p>You revel in the creation of clever inventions, deploying your brilliance to defeat your foes. Explosives, gadgets, and innovative technologies? You have ideas for all of them, and you're eager to test your theories.</p><h2>@UUID[Compendium.pf2e.feats-srd.JIpjpZ8VneQomkZw] Feat 2</h2><p><strong>Prerequisites </strong>Intelligence 14</p><hr /><p>You become trained in Crafting and inventor class DC. You gain the @UUID[Compendium.pf2e.feats-srd.XR95taODq1sq82Du] skill feat, even if you don't meet the skill feat's requirements. Choose an innovation. You gain that @UUID[Compendium.pf2e.classfeatures.jIAgXe2FetAKBwt7], though you don't gain any other abilities that modify or use that innovation, such as modifications or Explode.</p><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have first gained two other feats from the inventor archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.asPQEfYCcsbYxx6K] Feat 4</h2><p><strong>Prerequisites </strong>Inventor Dedication</p><hr /><p>You gain a 1st- or 2nd-level inventor feat of your choice.</p><h2>@UUID[Compendium.pf2e.feats-srd.GV0lOcVgcetsUlLO] Feat 4</h2><p><strong>Prerequisites </strong>Inventor Dedication</p><hr /><p>Your skill at crafting is unparalleled. You become an expert in Crafting. At 7th level you become a master in Crafting, and at 15th level, you become legendary in Crafting and you become an expert in your inventor class DC.</p><h2>@UUID[Compendium.pf2e.feats-srd.CmA8t7MRMOzLTeUj] Feat 6</h2><p><strong>Prerequisites </strong>Basic Breakthrough</p><hr /><p>You gain one inventor feat. For the purpose of meeting its prerequisites, your inventor level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another inventor feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.nluD4gFLWePrBK5f] Feat 6</h2><p><strong>Prerequisites </strong>Inventor Dedication</p><hr /><p>Your innovation can explode on command. You gain the @UUID[Compendium.pf2e.actionspf2e.naKVqd8POxcnGclz] action.</p><h2>@UUID[Compendium.pf2e.feats-srd.C4ugUzUuQ4UznNhl] Feat 8</h2><p><strong>Prerequisites </strong>Inventor Dedication</p><hr /><p>You've learned to modify your innovation in order to enhance its capabilities beyond what an ordinary piece of equipment can accomplish. You gain a basic modification of your choice for your innovation. Your innovation must meet any requirements for the modification you choose, as normal.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"r79jab1XgOdcgvKJ","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.r79jab1XgOdcgvKJ"}},"image":{},"name":"Magus","sort":13250000,"src":null,"system":{},"text":{"content":"<p>You've mixed physical combat with spellcasting.</p><h2>@UUID[Compendium.pf2e.feats-srd.TxKWgxor49xntDlU] Feat 2</h2><p><strong>Prerequisites </strong>Strength or Dexterity 14; Intelligence 14</p><hr /><p>You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. Each time you gain a spell slot of a new level from the magus archetype, add a spell of that level or lower to your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. You become trained in simple weapons.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the magus archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.TltRTR1e5KGly64k] Feat 4</h2><p><strong>Prerequisites </strong>Magus Dedication</p><hr /><p>You gain a 1st- or 2nd-level magus feat of your choice.</p><h2>@UUID[Compendium.pf2e.feats-srd.H2GlPobLyqgBYbd9] Feat 4</h2><p><strong>Prerequisites </strong>Magus Dedication</p><hr /><p>Gain the conflux spell from a hybrid study of your choice. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying your spellbook and performing a physical regimen. You don't gain any of the hybrid study's other benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.16QBDinolgG2M66d] Feat 4</h2><p><strong>Prerequisites </strong>Magus Dedication</p><hr /><p>You gain the magus's @UUID[Compendium.pf2e.actionspf2e.QDW9H8XLIjuW2fE4] activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges Spellstrike.</p><h2>@UUID[Compendium.pf2e.feats-srd.fSNgVtt8y5uTCYvf] Feat 6</h2><p><strong>Prerequisites </strong>Basic Martial Magic</p><hr /><p>You gain one magus feat. For the purpose of meeting its prerequisites, your magus level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another magus feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.oIfCpkpH0Jb1mzj9] Feat 6</h2><p><strong>Prerequisites </strong>Magus Dedication</p><hr /><p>You gain the basic bounded spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.JmHHdGC1p53BBedu] Feat 12</h2><p><strong>Prerequisites </strong>Basic Magus Spellcasting; master in Arcana</p><hr /><p>You gain the expert bounded spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.AJRWIcBGCIxXG0RS] Feat 18</h2><p><strong>Prerequisites </strong>Expert Magus Spellcasting; legendary in Arcana</p><hr /><p>You gain the master bounded spellcasting benefits.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"5v7k1XWQxaP0DoGX","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.5v7k1XWQxaP0DoGX"}},"image":{},"name":"Monk","sort":14075000,"src":null,"system":{},"text":{"content":"<p>Monastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights.</p><h2>@UUID[Compendium.pf2e.feats-srd.renUpSO6MJXPSXow] Feat 2</h2><p><strong>Prerequisites </strong>Strength 14; Dexterity 14</p><hr /><p>You become trained in unarmed attacks and gain the @UUID[Compendium.pf2e.classfeatures.SB8UJ8rZmvbcBweJ] class feature. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the monk archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.BridkNEysTuSOOLM] Feat 4</h2><p><strong>Prerequisites </strong>Monk Dedication</p><hr /><p>You gain a 1st- or 2nd-level monk feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.nc5G99d20PI9JKCK] Feat 4</h2><p><strong>Prerequisites </strong>Monk Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier</p><hr /><p>You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way.</p><h2>@UUID[Compendium.pf2e.feats-srd.TYP0Ee4o3p9LDodd] Feat 6</h2><p><strong>Prerequisites </strong>Basic Kata</p><hr /><p>You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another monk feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.TGFbFyv0AUi5gAGO] Feat 8</h2><p><strong>Prerequisites </strong>Monk Dedication</p><hr /><p>You gain a +10-foot status bonus to your Speed when you're not wearing armor.</p><h2>@UUID[Compendium.pf2e.feats-srd.bBORql3kKsSyXllk] Feat 10</h2><p><strong>Prerequisites </strong>Monk Dedication</p><hr /><p>You gain the @UUID[Compendium.pf2e.actionspf2e.nbfNETdpee8CVM17] action.</p><h2>@UUID[Compendium.pf2e.feats-srd.1ZbLYY5m2YALrrgA]/@UUID[Compendium.pf2e.feats-srd.wkJ6EjtXUztOqTwH]/@UUID[Compendium.pf2e.feats-srd.sjqnusj5Py7AiofF] Feat 12</h2><p><strong>Prerequisites </strong>Monk Dedication; expert in at least one saving throw</p><hr /><p>Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"ygzv72IJNmjh0SPB","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.ygzv72IJNmjh0SPB"}},"image":{},"name":"Psychic","sort":16050000,"src":null,"system":{},"text":{"content":"<p>You've awoken the latent abilities of your mind, taking your first steps into wielding psychic magic.</p><h2>@UUID[Compendium.pf2e.feats-srd.OW3W2vMARiojda7e] Feat 2</h2><p><strong>Prerequisites </strong>Intelligence 14 or Charisma 14</p><hr /><p>You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz] activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the psychic archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.ePKe13FzKWaQqLo6] Feat 4</h2><p><strong>Prerequisites </strong>Psychic Dedication</p><hr /><p>You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the psychic archetype, add a spell of the appropriate spell level to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered.</p><h2>@UUID[Compendium.pf2e.feats-srd.sHS5LQfBHdCsv6vZ] Feat 4</h2><p><strong>Prerequisites </strong>Psychic Dedication</p><hr /><p>You gain a 1st- or 2nd-level psychic feat of your choice.</p><h2>@UUID[Compendium.pf2e.feats-srd.BxO5l9tH9y1xNzzi] Feat 6</h2><p><strong>Prerequisites </strong>Basic Thoughtform</p><hr /><p>You gain one psychic feat. For the purpose of meeting its prerequisites, your psychic level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another psychic feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.HkbP5zbN2meRiP7w] Feat 6</h2><p><strong>Prerequisites </strong>Psychic Dedication</p><hr /><p>You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip. You gain the benefits and the amp for this second psi cantrip. Increase the number of Focus Points in your focus pool by 1.</p><h2>@UUID[Compendium.pf2e.feats-srd.RJmnFuaGLXfhX3It] Feat 12</h2><p><strong>Prerequisites </strong>Basic Psychic Spellcasting; master in Occultism</p><hr /><p>You gain the expert spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.PzbfpOQXOjpUWKkL] Feat 18</h2><p><strong>Prerequisites </strong>Expert Psychic Spellcasting; legendary in Occultism</p><hr /><p>You gain the master spellcasting benefits.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"CMgYob7Cy4meoQKg","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.CMgYob7Cy4meoQKg"}},"image":{},"name":"Ranger","sort":16150000,"src":null,"system":{},"text":{"content":"<p>You have studied hunting, tracking, and wilderness survival, adding a ranger's tools to your skill set.</p><h2>@UUID[Compendium.pf2e.feats-srd.R00qiDE5pBctgtyU] Feat 2</h2><p><strong>Prerequisites </strong>Dexterity 14</p><hr /><p>You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. You can use the @UUID[Compendium.pf2e.actionspf2e.JYi4MnsdFu618hPm] action.</p><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the ranger archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.mV911W6MTGMvHPbE] Feat 4</h2><p><strong>Prerequisites </strong>Ranger Dedication</p><hr /><p>You gain a 1st- or 2nd-level ranger feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.JKvP4pFHzwWsHu2n] Feat 4</h2><p><strong>Prerequisites</strong> Ranger Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier</p><hr /><p>You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.</p><h2>@UUID[Compendium.pf2e.feats-srd.f754txt1ZyhVWXHk] Feat 6</h2><p><strong>Prerequisites </strong>Basic Hunter's Trick</p><hr /><p>You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another ranger feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.rW1q7x5CMf9Rh1bi] Feat 12</h2><p><strong>Prerequisites</strong> Ranger Dedication; expert in Perception</p><hr /><p>Your proficiency rank in Perception increases to master.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"kVC4kgYKbhqPsaDt","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.kVC4kgYKbhqPsaDt"}},"image":{},"name":"Rogue","sort":16700000,"src":null,"system":{},"text":{"content":"<p>You've learned to sneak, steal, and disable traps. With time and luck, you'll become capable of moving through the shadows, striking unseen, and escaping without notice.</p><h2>@UUID[Compendium.pf2e.feats-srd.bCWieNDC1CD35tin] Feat 2</h2><p><strong>Prerequisites </strong>Dexterity 14</p><hr /><p>You gain a skill feat and the rogue's @UUID[Compendium.pf2e.classfeatures.w6rMqmGzhUahdnA7] class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.</p><hr /><p><strong>Special</strong> You cannot gain another dedication feat until you have gained two other feats from the rogue archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.xMTC8UOerwGyCtaN] Feat 4</h2><p><strong>Prerequisites </strong>Rogue Dedication</p><hr /><p>You gain a 1st- or 2nd-level rogue feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.bCAvo59b5RyW12iI] Feat 4</h2><p><strong>Prerequisites </strong>Rogue Dedication</p><hr /><p>You gain the @UUID[Compendium.pf2e.classfeatures.j1JE61quDxdge4mg] class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don't increase the number of dice as you gain levels.</p><h2>@UUID[Compendium.pf2e.feats-srd.rXY2fhyteYhaQnMl] Feat 6</h2><p><strong>Prerequisites </strong>Basic Trickery</p><hr /><p>You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another rogue feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.c9rhGmKft1BVT4JO] Feat 8</h2><p><strong>Prerequisites</strong> Rogue Dedication; trained in at least one skill and expert in at least one skill</p><hr /><p>Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.</p><hr /><p><strong>Special</strong> You can select this feat up to five times.</p><h2>@UUID[Compendium.pf2e.feats-srd.4Cc0gQauzUqcYdLw] Feat 10</h2><p><strong>Prerequisites </strong>Rogue Dedication</p><hr /><p>You gain the @UUID[Compendium.pf2e.classfeatures.PNpmVmD21zViDtGC] class feature.</p><h2>@UUID[Compendium.pf2e.feats-srd.VD446AflrQ3kO1al] Feat 12</h2><p><strong>Prerequisites</strong> Rogue Dedication; expert in Reflex saves</p><hr /><p>Your proficiency rank for Reflex saves increases to master.</p><p></p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"DJiYP5tFBrBMD0We","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.DJiYP5tFBrBMD0We"}},"image":{},"name":"Sorcerer","sort":19100000,"src":null,"system":{},"text":{"content":"<p>You coax the magic power in your blood to manifest, accessing magic others don't expect you to have.</p><h2>@UUID[Compendium.pf2e.feats-srd.5UQagWB13Z8xR5Z6] Feat 2</h2><p><strong>Prerequisites </strong>Charisma 14</p><hr /><p>Choose a @UUID[Compendium.pf2e.classfeatures.2goYo6VNbwC6aKF1]. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline.</p><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.nT9Z4OPDTOg2AGYc] Feat 4</h2><p><strong>Prerequisites </strong>Sorcerer Dedication</p><hr /><p>You gain a 1st- or 2nd-level sorcerer feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.wBqQsXzqObrZM9Va] Feat 4</h2><p><strong>Prerequisites </strong>Sorcerer Dedication</p><hr /><p>You gain your bloodline's initial bloodline spell. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort.</p><h2>@UUID[Compendium.pf2e.feats-srd.AvfswILmh3BwNbyR] Feat 4</h2><p><strong>Prerequisites </strong>Sorcerer Dedication</p><hr /><p>You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline's tradition, one of your bloodline's granted spells, or another spell you have learned or discovered.</p><h2>@UUID[Compendium.pf2e.feats-srd.S25iRw2X9hmGRMyO] Feat 6</h2><p><strong>Prerequisites </strong>Basic Blood Potency</p><hr /><p>You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you do, you gain another sorcerer feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.UfuYHdozZD586RWd] Feat 8</h2><p><strong>Prerequisites</strong> Basic Sorcerer Spellcasting</p><hr /><p>Your repertoire expands, and you can cast more spells of your bloodline's tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest spell slots.</p><h2>@UUID[Compendium.pf2e.feats-srd.1k5PZAYth8u4Fqyr] Feat 12</h2><p><strong>Prerequisites</strong> Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline</p><hr /><p>You gain the expert spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.phD0PbElkEeldZ2U]</h2><p><strong>Prerequisites</strong> Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline</p><hr /><p>You gain the master spellcasting benefits.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"b5VoSJNzoNuqbtvD","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.b5VoSJNzoNuqbtvD"}},"image":{},"name":"Summoner","sort":20700000,"src":null,"system":{},"text":{"content":"<p>You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world.</p><h2>@UUID[Compendium.pf2e.feats-srd.SwzPqEsLzZpNufvm] Feat 2</h2><p><strong>Prerequisites </strong>Charisma 14</p><hr /><p>Choose a @UUID[Compendium.pf2e.classfeatures.2goYo6VNbwC6aKF1]. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline.</p><hr /><p><strong>Special</strong> You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.TC6zELq2BOqVfgMh] Feat 4</h2><p><strong>Prerequisites </strong>Summoner Dedication</p><hr /><p>You gain a 1st- or 2nd-level summoner feat of your choice.</p><h2>@UUID[Compendium.pf2e.feats-srd.FWQSyjjYg8h0KpHq] Feat 4</h2><p><strong>Prerequisites </strong>Summoner Dedication</p><hr /><p>Your link to your eidolon becomes stronger, granting it a new ability. Your eidolon gains the initial ability for an eidolon of its type.</p><h2>@UUID[Compendium.pf2e.feats-srd.lqs4MIlO1N1YglOi] Feat 6</h2><p><strong>Prerequisites </strong>Basic Synergy</p><hr /><p>You gain one summoner feat. For the purpose of meeting its prerequisites, your summoner level is equal to half your character level.</p><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another summoner feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.YY7wmYQ9ccAO8fut] Feat 6</h2><p><strong>Prerequisites </strong>Summoner Dedication</p><hr /><p>You gain the basic bounded spellcasting benefits. You gain the Cast a Spell activity. Your key spellcasting ability for summoner archetype spells is Charisma, and they are summoner spells of your eidolon's tradition. You become trained in spell attack rolls and spell DCs of that tradition. You gain a spell repertoire and two cantrips. Each time you gain a spell slot of a new level from the summoner archetype, add a spell of that level or lower to your repertoire. Each time you lose spell slots of a particular level, remove those spells from your repertoire.</p><h2>@UUID[Compendium.pf2e.feats-srd.pKttKO84dxzRLBIC] Feat 12</h2><p><strong>Prerequisites </strong>Summoner Dedication</p><hr /><p>Your eidolon advances its capabilities in combat. Your eidolon becomes an expert in unarmed attacks. If you are an expert in unarmored defense, your eidolon also becomes an expert in unarmored defense. If you have weapon specialization, your eidolon also gains weapon specialization.</p><h2>@UUID[Compendium.pf2e.feats-srd.s6y6JzPW2K8k4m8k] Feat 12</h2><p><strong>Prerequisites</strong> Basic Summoner Spellcasting; master in the skill associated with your eidolon's tradition</p><hr /><p>You gain the expert bounded spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.AiDelwfA0uVT2lN3] Feat 14</h2><p><strong>Prerequisites </strong>Advanced Synergy</p><hr /><p>Your eidolon gains an evolution integral to its form, and it comes more easily than your other synergies. You gain one evolution feat from the following list:</p><ul><li>@UUID[Compendium.pf2e.feats-srd.h8OB6zcdIqUPS6PC]</li><li>@UUID[Compendium.pf2e.feats-srd.IeiTuTZExH5DQOqH]</li><li>@UUID[Compendium.pf2e.feats-srd.a6xUSibsRaclbSz3]</li><li>@UUID[Compendium.pf2e.feats-srd.H6qletvAJUCC1aIa]</li></ul><p>For the purpose of meeting its prerequisites, your summoner level is equal to your character level - 4.</p><h2>@UUID[Compendium.pf2e.feats-srd.kPsJIz19viZy8YjO]{Master Summoner Spellcasting} Feat 18</h2><p><strong>Prerequisites</strong> Expert Summoner Spellcasting; legendary in the skill associated with your eidolon's tradition</p><hr /><p>You gain the master bounded spellcasting benefits.</p><p></p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"K9Krytj8OtUvQxoc","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.K9Krytj8OtUvQxoc"}},"image":{},"name":"Thaumaturge","sort":21250000,"src":null,"system":{},"text":{"content":"<p>Scraps of knowledge have taught you how to exploit the vulnerabilities of creatures and the powers of mystical objects.</p><h2>@UUID[Compendium.pf2e.feats-srd.gQAQRHxpFKEkNQFs] Feat 2</h2><p><strong>Prerequisites </strong>Charisma 14</p><hr /><p>You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use esoterica actions. You become trained in your choice of Arcana, Nature, Occultism, or Religion; if you were already trained in these, you become trained in a skill of your choice. You gain the @UUID[Compendium.pf2e.actionspf2e.Yfl6q6Pi42FttDRE] action.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the thaumaturge archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.YehcIyxY5KnhPlx5] Feat 4</h2><p><strong>Prerequisites </strong>Thaumaturge Dedication</p><hr /><p>You gain a 1st- or 2nd-level thaumaturge feat of your choice.</p><h2>@UUID[Compendium.pf2e.feats-srd.FIVuc2TRaLXiCGkn] Feat 6</h2><p><strong>Prerequisites </strong>Basic Thaumaturgy</p><hr /><p>You gain one thaumaturge feat. For the purpose of meeting its prerequisites, your thaumaturge level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another thaumaturge feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.mrM07U3MyElcLEx4] Feat 6</h2><p><strong>Prerequisites </strong>Thaumaturge Dedication</p><hr /><p>You gain your implement's initiate benefit. If the benefit affects the target of Exploit Vulnerability, for you it affects the target of Glimpse Vulnerability instead.</p><h2>@UUID[Compendium.pf2e.feats-srd.yOybxBkebeeuHWuy] Feat 8</h2><p><strong>Prerequisites </strong>Thaumaturge Dedication; trained in one of Arcana, Nature, Occultism, or Religion; expert in another</p><hr /><p>Increase your proficiency rank in one of Arcana, Nature, Occultism, or Religion from expert to master and in another from trained to expert. You gain a skill feat associated with the skill you chose.</p><h2>@UUID[Compendium.pf2e.feats-srd.Qss6GKzSYGqKgY4b] Feat 10</h2><p><strong>Prerequisites </strong>Thaumaturge Dedication; expert in Will</p><hr /><p>You've tempered your mind and become resolute against effects that strain your willpower. Your proficiency rank for Will saves increases to master.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"XszmLWy174esRrlg","flags":{"core":{"sourceId":"JournalEntry.1HEmY8X6lGsp5ORS.JournalEntryPage.XszmLWy174esRrlg"}},"image":{},"name":"Wizard","sort":23700000,"src":null,"system":{},"text":{"content":"<p>You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells.</p><h2>@UUID[Compendium.pf2e.feats-srd.oQ6EZRFXbHWCx08C] Feat 2</h2><p><strong>Prerequisites </strong>Intelligence 14</p><hr /><p>You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select one arcane school of magic; you don't gain any abilities from your choice of school.</p><hr /><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the wizard archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.QrShJGrvmWPBj4oN] Feat 4</h2><p><strong>Prerequisites </strong>Wizard Dedication</p><hr /><p>You gain your school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can @UUID[Compendium.pf2e.actionspf2e.OSefkMgojBLqmRDh] by studying.</p><h2>@UUID[Compendium.pf2e.feats-srd.DBsqWivnSaEo8jz5] Feat 4</h2><p><strong>Prerequisites </strong>Wizard Dedication</p><hr /><p>You gain a 1st- or 2nd-level wizard feat of your choice.</p><h2>@UUID[Compendium.pf2e.feats-srd.SHUfHzElHZPXJFiP] Feat 4</h2><p><strong>Prerequisites </strong>Wizard Dedication</p><hr /><p>You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook.</p><h2>@UUID[Compendium.pf2e.feats-srd.Tg3Iyq55xW9PTSW9] Feat 6</h2><p><strong>Prerequisites </strong>Basic Arcana</p><hr /><p>You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level.</p><hr /><p><strong>Special</strong> You can select this feat more than once. Each time you select it, you gain another wizard feat.</p><h2>@UUID[Compendium.pf2e.feats-srd.DwU6CmK4KsH8A3hu] Feat 8</h2><p><strong>Prerequisites </strong>Basic Wizard Spellcasting</p><hr /><p>You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest spell slots.</p><h2>@UUID[Compendium.pf2e.feats-srd.hpCBELEKGA4ynYv4] Feat 12</h2><p><strong>Prerequisites </strong>Basic Wizard Spellcasting; master in Arcana</p><hr /><p>You gain the expert spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.PMckhnGYMyiwUNiL] Feat 18</h2><p><strong>Prerequisites </strong>Expert Wizard Spellcasting; legendary in Arcana</p><hr /><p>You gain the master spellcasting benefits.</p><h2>@UUID[Compendium.pf2e.feats-srd.CuJzCxGwd1EZDift] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X] a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a -2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the @UUID[Compendium.pf2e.feats-srd.sIeuPW0j39fTZm08] feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action.</p><h2>@UUID[Compendium.pf2e.feats-srd.HxO0Sh3hNFMoSsTB] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to @UUID[Compendium.pf2e.actionspf2e.SkZAQRkLLkmBQNB9].</p><h2>@UUID[Compendium.pf2e.feats-srd.f4k5ripShCn5orZB] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.nn7DiYYWinsSYrZy] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. @UUID[Compendium.pf2e.feat-effects.kzSjzK72CQ67wfBH]</p><p>You also gain the @UUID[Compendium.pf2e.adventure-specific-actions.KIU5eDZP9VyQIfas] reaction.</p><h2>@UUID[Compendium.pf2e.feats-srd.SS8JSDB2P0SFX1KH] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.tFUo2tsdreWBxMfs] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to @UUID[Compendium.pf2e.actionspf2e.XMcnh4cSI32tljXa] or @UUID[Compendium.pf2e.actionspf2e.VMozDqMMuK5kpoX4] as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] to Sneak.</p><h2>@UUID[Compendium.pf2e.feats-srd.dj0aOPPcDOqmptpX] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast <em>@UUID[Compendium.pf2e.spells-srd.qsNeG9KZpODSACMq]</em> once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe.</p><h2>@UUID[Compendium.pf2e.feats-srd.6PCNYExygF5890Fl] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask grants you the toughness of Elephant, the Conjured Chronicle. Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn.</p><h2>@UUID[Compendium.pf2e.feats-srd.XHOhAHv2HLdJQz2q] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action.</p><h2>@UUID[Compendium.pf2e.feats-srd.20Yax5lEqjftKBHZ] Feat 20</h2><p><strong>Prerequisites </strong>Druid Dedication or Wizard Dedication</p><hr /><p>Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"PVwU1LMWcSgD7Q0m","image":{},"name":"Oatia Skysage","sort":14300000,"src":null,"system":{},"text":{"content":"<p>The tradition of Oatia skysages stems from a small sect of dedicated stargazers on Castrovel. To better study the celestial mantle, these eccentric astronomers broke away from their Sovyrian kin and migrated to the wild continent of Ukulam, where the night skies were clear of light pollution. Though reclusive, Oatia skysages have been known to pass on their esoteric knowledge and unique worldview to similar-minded adventurers. Such adventuring skysages search for secrets and omens in the stars and can even call down stars' light to aid them in battle.</p><h2>@UUID[Compendium.pf2e.feats-srd.mrxAX7h5ya9Z7QV9] Feat 2</h2><p>Your study of the stars unlocks supernatural insights and magic. You either become trained in Astronomy Lore or an expert in Occultism.</p><p>You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips of your choice; these cantrips can be from any spell tradition, but they must be divination spells. You cast these spells as occult spells as you draw on the stars and night sky. You're trained in occult spell attack rolls and spell DCs. If you have a hand free and you've gazed at the night sky in the last 24 hours, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Intelligence.</p><p><strong>Special</strong> You can't select another dedication feat until you have gained two other feats from the Oatia skysage archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.xxvKWQa2olCHoJ03] Feat 4</h2><p>The stars move, granting you a sliver of their magic. Choose a 1st-level spell from any spell list to add to your spell repertoire. You can Cast this Spell as an occult Oatia skysage spell.</p><p>At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from the divination school.</p><h2>@UUID[Compendium.pf2e.feats-srd.5KXJkEs39y1gaPEm] Feat 4</h2><p>Long hours in darkened observatories have sharpened your senses. If you don't have low-light vision or darkvision, you gain low-light vision, or if you already have low-light vision, you gain darkvision.</p><p><strong>Special</strong> You can take this feat a second time, upgrading your low-light vision to darkvision.</p><h2>@UUID[Compendium.pf2e.feats-srd.TjNkvawfWCqb1alg] Feat 6</h2><p>The stars and moon lend you their light. You gain your choice of the <em>@UUID[Compendium.pf2e.spells-srd.SuBtUJiU6DbSJYIw]</em> or <em>@UUID[Compendium.pf2e.spells-srd.Yrek2Yd4k3DPC2zV]</em> domain spell. Like your Oatia skysage spells, you cast this focus spell as an occult spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus to reflect upon or gaze at the stars.</p><p><strong>Special</strong> You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.</p><h2>@UUID[Compendium.pf2e.feats-srd.u8hKEb71pI45XP1f] Feat 8</h2><p><strong>Frequency</strong> once per day</p><p><strong>Trigger</strong> You fail a Reflex save.</p><p><strong>Requirements</strong> You can see the night sky.</p><hr /><p>The stars warn you of danger in the nick of time. Reroll the failed save and use the new result.</p><h2>@UUID[Compendium.pf2e.feats-srd.49TMxb8OA1Pp7AiF] Feat 8</h2><p><strong>Frequency</strong> once per hour</p><p><strong>Trigger</strong> You fail a Lore or Occultism skill check.</p><hr /><p>Scholarly debates have taught you to think on your feet. Reroll the failed check and use the new result.</p><h2>@UUID[Compendium.pf2e.feats-srd.SVfD887ocfUFikVA] Feat 10</h2><p>The stars reveal and punish your enemies. You can cast <em>@UUID[Compendium.pf2e.spells-srd.HRb2doyaLtaoCfi3]</em> and 3rd-level <em>@UUID[Compendium.pf2e.spells-srd.DyiD239dNS7RIxZE]</em> as occult innate spells, each once per day.</p><h2>@UUID[Compendium.pf2e.feats-srd.7nAoHfB7nsRwWDmF] Feat 10</h2><p>Your studies of the stars have taught you about the mysteries of the cosmos. You learn a 4th-level spell from any spell list. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. Each of these spells must come from the divination school. You become an expert with spell attack rolls and spell DCs for occult spells.</p><h2>@UUID[Compendium.pf2e.feats-srd.KOslKkFO9N1kZY87] Feat 12</h2><p>Your power from the moon and stars becomes strong enough to illuminate the night sky. You gain your choice of the <em>@UUID[Compendium.pf2e.spells-srd.KG7amdeXWc7MjGXe]</em> or <em>@UUID[Compendium.pf2e.spells-srd.oXCwHBeDja4e0Mx0]</em> domain spell. Increase the number of Focus Points in your pool by 1.</p><p><strong>Special</strong> You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.</p><h2>@UUID[Compendium.pf2e.feats-srd.Pk6qGMlef5SMhhwE] Feat 14</h2><p><strong>Trigger</strong> A creature targets you with an attack and you can see the attacker.</p><p><strong>Frequency</strong> once per hour</p><p><strong>Requirements</strong> You can see the night sky.</p><hr /><p>Portents written in the night sky show you how to avoid an attack. The triggering attack roll targets your Occultism DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being flat-footed, even though you wouldn't take the –2 circumstance penalty when defending against the attack.</p><h2>@UUID[Compendium.pf2e.feats-srd.jK0hjx4qsRyKnpBd] Feat 14</h2><p><strong>Frequency</strong> once per day</p><hr /><p>You armor yourself in the light of distant suns, shielding yourself from harm. The armor grants you resistance 7 to piercing, bludgeoning, and slashing damage. The armor also sheds bright light for 20 feet (and dim light for the next 20 feet).</p><p>Whenever an adjacent creature attacks you, the attacker must attempt a @Check[type:will|dc:resolve(@actor.attributes.spellDC.value)] save against your spell DC at the end of its action. On a failure, it becomes @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh] until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits.</p><p>When you reach 17th level, the resistance increases to 10.</p><p>@UUID[Compendium.pf2e.feat-effects.Y96a1OedsU8PVf7z]</p><h2>@UUID[Compendium.pf2e.feats-srd.Ruee0G3oZG5n5Auk] Feat 16</h2><p>You unlock the most powerful secrets hidden in the stars above. You learn a 7th-level spell from any spell list. At 18th level, you learn an 8th-level spell, and at 20th level, you learn a 9th-level spell. Each of these spells must come from the divination school. You gain master proficiency with spell attack rolls and spell DCs for occult spells.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"YQXGtBHVoiSYUjtl","image":{},"name":"Twilight Speaker","sort":21900000,"src":null,"system":{},"text":{"content":"<p>As a religious and diplomatic representative of Findeladlara—and all Ilverani of the north—you see it as your duty to befriend shorter-lived peoples you encounter on your travels. Unlike other Ilverani, also called \"snowcaster elves\" by outsiders, you find outsiders interesting and believe there is much to learn from having conversations and relationships with others. Whether to watch them, teach them, or to keep would-be enemies close, you believe a broad smile, ageless learning, and a watchful eye are key. Some see this watchful and outwardly friendly nature as condescending, but they don't understand the reason why worshipers of Findeladlara feel a duty to uphold this tradition. When Earthfall struck and most of the other elves on Golarion fled to Sovyrian or delved deep into the earth, the elves that would one day come to be known as Ilverani remained and sought to shelter others from catastrophe. They built refuges to protect others and helped guide people to safety during the Age of Darkness. While Twilight Seekers today don't build safe structures, they do work to build bonds among people so that society can be protected against other catastrophic events should they come to pass.</p><p>This calling brings you in contact with many different cultures, yet you seek to preserve the ways of your people. To this end, you are ever on your guard against the lure of \"modern fads.\" Unfortunately, some twilight speakers have succumbed to the allure of other ways of life and, for them, there is only one outcome: exile.</p><h2>@UUID[Compendium.pf2e.feats-srd.uBr7wHtOS6KIhHnd] Feat 2</h2><p>You have carefully studied the histories, customs, and etiquette of many of the younger peoples of Golarion. You become an expert in Society. At 7th level, you become a master in Society, and at 15th level, you become legendary in Society. You can use the Society skill instead of the Diplomacy skill when you attempt to @UUID[Compendium.pf2e.actionspf2e.OX4fy22hQgUHDr0q] on a non-elven intelligent humanoid creature.</p><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the Twilight Speaker archetype.</p><h2>@UUID[Compendium.pf2e.feats-srd.mnHUemd21MtmV9FV] Feat 4</h2><p>You believe that treating others with respect is the fastest way into their hearts, and in turn others are more likely to believe in your good intentions and write off bad first impressions as flukes. If a creature's attitude towards you becomes lower over the course of a social interaction (for example, from friendly to indifferent, or from indifferent to unfriendly), their impression of you returns to its starting level an hour after the social interaction ends. This ability has no effect if the creature you are interacting with becomes hostile.</p><h2>@UUID[Compendium.pf2e.feats-srd.ZGgFrQAQWk0keaFW] Feat 6</h2><p><strong>Trigger</strong> You are the target of a melee attack and the attacker has not rolled yet.</p><p><strong>Requirements</strong> You are aware of the attacker, the attacker is an intelligent humanoid creature, and you have not attempted to harm the attacker.</p><hr /><p>With a wide, sincere smile, you give your attacker pause. You attempt a Diplomacy check against the triggering attacker's Will DC. After you use Disarming Smile, all creatures who witnessed you use it are temporarily immune to your Disarming Smile for the next 24 hours.</p><hr /><p><strong>Critical Success</strong> Your enemy ceases their attack. The attack fails and the triggering target can't attempt hostile actions against you until the beginning of its next turn or until you (or your allies) take hostile actions against the enemy (or its allies). You can begin talking to the creature on your next turn to attempt another Diplomacy check; on a success, you sustain the effect until the beginning of your next turn, to a maximum of 1 minute. Talking on subsequent rounds requires that you be able to communicate with the target creature and imparts the auditory and linguistic traits to the action.</p><p><strong>Success</strong> Your foe pauses momentarily. Their attack fails, but they can attempt further attacks against you.</p><p><strong>Failure</strong> The target's attack is unaffected.</p><h2>@UUID[Compendium.pf2e.feats-srd.cXuycCR29sFLBjbo] Feat 6</h2><p><strong>Requirements</strong> You are within melee reach of a target, but it is not in combat with you.</p><hr /><p>While your usual diplomacy is well intentioned, you know that sometimes those same skills will need to be turned to deception. In a flash, you draw a sheathed or concealed agile or finesse weapon and make a melee Strike. The target is @UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg] against your Strike. You then roll Deception for initiative.</p><h2>@UUID[Compendium.pf2e.feats-srd.tjnL4wsriZugnHLn] Feat 8</h2><p>All twilight speakers are trained to resist the alluring customs of younger peoples, but you have made it your mandate to keep the Ilverani way unchanged. Such dedication has given you a trained eye for subtlety and deception. When you attempt to @UUID[Compendium.pf2e.actionspf2e.1xRFPTFtWtGJ9ELw]{Sense the Motive} of a non-elf humanoid creature and you roll a critical failure, you fail instead.</p><h2>@UUID[Compendium.pf2e.feats-srd.thNurw2OnN9jpBGV] Feat 8</h2><p>Your keen study of other cultures gives you insights into the ways those cultures fight. When you use Perception to roll initiative and none of your enemies have the elf trait, you can choose to roll Society instead.</p><h2>@UUID[Compendium.pf2e.feats-srd.BV9k3nmVrWDLv8z6] Feat 10</h2><p><strong>Trigger</strong> You roll initiative.</p><hr /><p>You can tell when diplomacy has failed and a meeting is close to unraveling or falling to blows. You gain a +2 circumstance bonus on your initiative roll. During your first turn in combat, you can use your Disarming Smile, targeting every hostile intelligent humanoid creature that can see you but has yet to act. If you choose to sustain your Disarming Smile, you sustain the effect for only one creature, as normal.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}},{"_id":"OtBPlgtudM4PlTWD","image":{},"name":"Harrower","sort":9850000,"src":null,"system":{},"text":{"content":"<p>Whether or not the revelations and divinations of a typical harrow card reading are trustworthy, none can deny that the strange powers wielded by the harrower are real. The harrower uses the ancient art of fortune-telling to harness destiny and augment their spellcasting abilities, infusing them with power by drawing cards from their harrow deck and letting fate decide what elements of their magic need augmentation. For many years, the traditions of the harrower were limited to regions like Varisia and Ustalav, where the Varisian people had more deeply established traditions. But recently, particularly as Varisia's importance in Avistan has grown, harrowers have begun to spread across the world of Golarion.</p><h2>@UUID[Compendium.pf2e.feats-srd.0i4zOM1p0rFxnc5m] Feat 2</h2><p>You become trained in Occultism; if you are already trained in this skill, you become trained in a different skill of your choice instead. You also become trained in Fortune-Telling Lore, and you learn the <em>@UUID[Compendium.pf2e.spells-srd.ofAQyLtLEGnOIs3N]</em> ritual.</p><p>In addition, once a day when you perform your daily preparations, you can perform a harrow reading for yourself if you have access to a harrow deck. Draw a card from your harrow deck—that card's suit becomes your active harrow omen for the next 24 hours and modifies several other harrower feats as detailed on the following pages. You gain the @UUID[Compendium.pf2e.actionspf2e.ePfdZYZRmycMpSWU] reaction.</p><p><strong>Special</strong> You can't select another dedication feat until you've gained two other feats from the harrower archetype. If you retrain out of this feat, you lose the harrowing ritual you learned from it</p><h2>@UUID[Compendium.pf2e.feats-srd.Q0cTWUptV3uRIAIr] Feat 4</h2><p>When you perform the <em>@UUID[Compendium.pf2e.spells-srd.ofAQyLtLEGnOIs3N]</em> ritual, the DC for the Primary Check is never more than the standard DC by level, and the cost for the ritual is halved. If you use a fine harrow deck, the cost for the ritual is removed entirely.</p><h2>@UUID[Compendium.pf2e.feats-srd.ATsP9JCBnzkwVQbl] Feat 4</h2><p><strong>Requirements</strong> You have an active harrow omen.</p><hr /><p>You draw a card from your harrow deck just before you cast a spell to infuse your magic with its destined potential. If your next action is to Cast a Spell, the suit of the card you draw enhances the spell in one of the following ways. If the card you draw matches the suit of your active harrow omen, the effect is enhanced further as detailed below. When you Harrow Cast, attempt a @Check[type:flat|dc:11]. If you fail this check, you lose your active harrow omen at the end of your turn.</p><p><strong>Hammer</strong> The force of the spell is enhanced. This effect only enhances single-target offensive spells that require you to make a successful spell attack or require a saving throw from the target to resist. If you hit the target, or if they fail their saving throw, the spell inflicts additional force damage equal to the spell's level. This additional damage doubles if your harrow omen is Hammers.</p><p><strong>Key</strong> Some of the magic remains behind, infusing your defenses. Until the start of your next turn, you gain a +1 status bonus to your AC and all saving throws. If your harrow omen is Keys, this increases to a +2 status bonus.</p><p><strong>Shield</strong> As the spell's magic takes effect, it heals you as well, restoring Hit Points equal to 2d6 + the spell's level. If your harrow omen is Shields, the Hit Points restored increases to 4d6 + twice the spell's level.</p><p><strong>Book</strong> The spell's magic infuses your mind with sudden insights about the target. You can attempt to Recall Knowledge about the target as a free action, using your spell attack roll to make the check. You gain a +2 status bonus to this roll if Books is your harrow omen.</p><p><strong>Star</strong> The spell's magic bolsters those it aids. This effect only enhances single-target spells cast on willing subjects. The magic restores Hit Points to the affected target equal to 2d6 + the spell's level. If your harrow omen is Stars, the magic also grants the target a +2 status bonus to all saving throws until the start of your next turn.</p><p><strong>Crown</strong> The spell's magic is @UUID[Compendium.pf2e.conditionitems.iU0fEDdBp3rXpTMC] and subtle, and observers may not realize you're doing anything more than manipulating cards in your harrow deck. Attempt a Fortune-Telling Lore check against all observer's Perception DCs. If your check is successful against an observer's Perception DC, that observer doesn't notice you are Casting a Spell, even though normally spells have sensory manifestations. This hides only the spell's spellcasting actions and manifestations, not its effects. If your harrow omen is Crowns, you gain a +2 status bonus to your Fortune-Telling Lore check.</p><h2>@UUID[Compendium.pf2e.feats-srd.nqEqvZviKYuGVxLV] Feat 4</h2><p><strong>Requirements</strong> You do not have an active harrow omen.</p><hr /><p>You spend 10 minutes meditating with your harrow deck, then draw a card. The suit of the card grants you a new harrow omen.</p><h2>@UUID[Compendium.pf2e.feats-srd.JoZRbbexF3epeREe] Feat 6</h2><p><strong>Requirements</strong> You have an active harrow omen.</p><hr /><p>You manifest a ghostly deck of harrow cards that seek to protect you or an ally. Select one willing target within 30 feet; the cards move through the air to surround that target, protecting them from harm and granting a +1 status bonus to AC and resistance 5 to a type of damage associated with your active harrow omen. This resistance increases to 10 if you're at least 10th level and 15 if you're 15th level. This effect lasts as long as you sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen.</p><p><strong>Hammers:</strong> cold damage</p><p><strong>Keys:</strong> fire damage</p><p><strong>Shields:</strong> poison damage</p><p><strong>Books:</strong> electricity damage</p><p><strong>Stars:</strong> mental damage</p><p><strong>Crowns:</strong> acid damage</p><h2>@UUID[Compendium.pf2e.feats-srd.JgM1DMPcceeHYhQ8] Feat 6</h2><p>You immediately learn two of the following rituals: <em>@UUID[Compendium.pf2e.spells-srd.4Cntq9odgW6xMpAs]</em>, <em>@UUID[Compendium.pf2e.spells-srd.gsYEuWv04XTDxe91]</em>, <em>@UUID[Compendium.pf2e.spells-srd.7DN13ILADW2N9Z1t]</em>, <em>@UUID[Compendium.pf2e.spells-srd.l4LFwY7iuzX6sDXr]</em>, <em>@UUID[Compendium.pf2e.spells-srd.hp6Q64dl7xbdn4gQ]</em>, or <em>@UUID[Compendium.pf2e.spells-srd.2ykmAVKrsAWcazcC]</em>. When you perform any ritual, you can incorporate harrow cards into the ritual to gain a +2 status bonus to all skill checks made to resolve the effects of the ritual. You can take this feat more than once; each time you do, you learn two new rituals.</p><h2>@UUID[Compendium.pf2e.feats-srd.z8NUh2FayDa7Ctnp] Feat 6</h2><p><strong>Requirements</strong> You have an active harrow omen.</p><hr /><p>You manifest a ghostly deck of harrow cards. Draw a card from a harrow deck, then select a target within 60 feet. The card flies through the air to strike at that target, inflicting 4d6 damage, with a @Check[type:reflex|dc:resolve(@actor.attributes.classDC.value)|basic:true] saving throw against your class DC. The type of damage inflicted is determined by your active harrow omen; if the card drawn is in the same suit as your active harrow omen, the target takes a –2 status penalty to its saving throw. The damage increases to 6d6 if you're 10th level and 8d6 if you're 15th level. You can continue to throw cards at targets on your turn as long as you Sustain the Vengeful Spirit Deck—throwing a card takes two actions. This effect lasts as long as you Sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen.</p><p><strong>Hammers:</strong> [[/r 4d6[cold]]] damage, [[/r 6d6[cold]]], [[/r 8d6[cold]]]</p><p><strong>Keys:</strong> [[/r 4d6[fire]]] damage, [[/r 6d6[fire]]], [[/r 8d6[fire]]]</p><p><strong>Shields:</strong> [[/r 4d6[poison]]] damage, [[/r 6d6[poison]]], [[/r 8d6[poison]]]</p><p><strong>Books:</strong> [[/r 4d6[electricity]]] damage, [[/r 6d6[electricity]]], [[/r 8d6[electricity]]]</p><p><strong>Stars:</strong> [[/r 4d6[mental]]] damage, [[/r 6d6[mental]]], [[/r 8d6[mental]]]</p><p><strong>Crowns:</strong> [[/r 4d6[acid]]] damage, [[/r 6d6[acid]]], [[/r 8d6[acid]]]</p><hr /><p><em>Note: The original text provided by Paizo does not state which type of saving throw to use.</em></p><h2>@UUID[Compendium.pf2e.feats-srd.6VWLyjurMGi33XAT] Feat 8</h2><p>You have a knack for drawing the right card, be it from a harrow deck, in a game of cards, or even when drawing from a @UUID[Compendium.pf2e.equipment-srd.Gyi4IVrAVJRPJF2s]. When you're attempting a skill check involving the drawing of cards or resolving the effects of a divination effect (including attempting a saving throw against a hostile divination effect against you), you gain a +2 status bonus to the check. When you draw a card to determine your harrow omen, perform Harrow Casting, cast <em>@UUID[Compendium.pf2e.spells-srd.ofAQyLtLEGnOIs3N]</em>, or if you activate a magical deck of cards, draw 2 cards, and choose the one you prefer as your actual card drawn. You can even use this ability when drawing from a Deck of Many Things, but only once per deck. The unused card is shuffled back into the stack.</p>","format":1,"markdown":""},"title":{"level":1,"show":true},"type":"text","video":{"controls":true,"volume":0.5}}],"flags":{"core":{"sourceId":"Compendium.pf2e.journals.vx5FGEG34AxI2dow"}}}
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